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AC Exclusive: 

David Pleasance on U.K. Management Buyout. 



Your Original AMIGA Monthly Resource 



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In This Issue: 

•Toccata 
•Studio 16 3.0 

&AD516 Board 
•Amiga Oberon-2 
•Take 2 
•Instancing with Aladdin-4D 
•A 2D Animation Project 
•Panorama 3.0 
•Snow Words & Ni 
and much more! 



Hollywood generates 
computer images on a 
shoestring — Amiga style. 



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''74<,70"7471d" 


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ssential 

election 



("Tofp quality guidance for Amiga users" ) 




AH books are written 
and produced in 
Great Britain. 



Bruce Smith Books 



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12 


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AMOS is one of the most exciting 
and accessible programming envi- 
ronments en the Amiga. Phil South 
fully explains the fundamentals and 
the skilllul shortcuts to great pro- 
grams, with lots of example code to 
experiment with and develop your 
own programs with. Covers all ver- 
sions of Amos including AMOS. 
Easy AMOS and AMOS 
Professional. 

Mastering Amiga Amos 

Phil South. 320 pages. S26.00. ISBN: 1-S73308-12-4 

Want to team Assembly language but 
don't know your IntuiMessage from 
your NvB terminated string! Then the 
Amiga Assembler insider Guide is for 
you! With easy-to-follow examples 
and ■nstructions it explains and 
demystifies the jargon. Applicable to 
all Amigas. it comes with a free disk 
which includes the PD A68k assem- 
bler and programs from the book- 
Amiga Assembler Insider Guide 
Paul Overaa, 256 pages, $23.00. ISBN: 1 -873308-27-2 

This book teaches you to use and 
care for all types of disks and drives 
in order to minimise the risk of 
problems, get a better understand- 
ing of how they work and what to 
do if things go wrong. Topics 
include installing software, copying 
and moving files, encryption and 
secunty, disk repair and back-up, 
formatting and fast filing, floppy. 
Had. Ram and CD's. 

Amiga Disks and Drives 

Paul Overaa, 256 pages. S23.00. tSBM: 1 -873308-34-5 






The Amiga's operating system has 
proved a major obstacle to assem- 
bt/ language programmers, but this 
book is guaranteed to get the seri- 
ous Amiga owner into the world of 
63000 assembly language pro- 
gramming. It assumes some experi- 
ence of high-level languages such 
as BASIC. Skeleton programs are 
provided for the beginner to follow 
and develop. 

Mastering Amiga Assembler 

Paul Overaa. 416 pages, S29.00, ISBN: 1 -873308-1 1 -6 

Perhaps the most comprehensive 
introductory tutorial ever written 
about the Amiga's operating sys- 
tem in a massive 384 pages. If you 
want to learn about AmigaDOS 2. 
2.1 or 3 then this is the book for 
you. It assumes you know nothing 
about the subject but - if you follow 
the step by step exercises - will 
turn you into an AmigaDOS expert. 

Mastering AmigaDOS 3 - Tutorial 

Smith & Smiddy, 384 pages, S27.00, ISBN: 1-873308-20-5 

Written with the sole aim ol getting 
you through those soul-searching 
first months with your Amiga, it 
doesn't promise to make you an 
expert in any one topic but will give 
you the essential foundation stones 
from which you can progress. Step 
b/ step advice on specific subjects 
is balanced with general advice on 
ail major subjects relevant to the 
-"" '-"-■ 

Mastering Amiga Beginners 

Smith & Webb, 320 pages, S26.00, ISBN: 1-873308-17-5 






If you want to take over your Amiga 
then you need to understand and 
program the Amiga System itself. 
book is an introductory guide 
to just that. Assuming a base 
knowledge of C but explaining all 
new System concepts, it teaches 
you how to handle tasks and 
processes, work with libraries, 
incorporate IFF graphics and much, 
much more. 

Mastering Amiga System 

Paul Overaa. 400 pages $29.00, ISBN: 1-873308-06-X 

This is the full reference guide to the 
AmigaDOS command set with 
complete coverage of over 140 
AmigaDOS 2. 2.1 and 3 com- 
mands. Arranged alphabetically, it 
includes many worked examples 
with full eemmand synopsis and 
templates. Contains details on the 
Mounllisl, AmigaDOS Error Codes, 
AmigaGuide, the IFF, Commodities, 
and much more. 
Mastering AmigaDOS3 - Reference 
Smith 4 Smiddy, 368 pages, $27.00, ISBN: 1-873308-08-6 

The ARexx programming language 
is assured a bright future as part of 
Workbench 2 and 3. No harder to 
learn than BASIC the examples and 
listings supplied will teach you 
ARexx from scratch. A complete 
. .. - v - ■■ understanding of the application 

,\ " I — —— control advantages of this powerful 
K~~ language can be yours with ease. 

Also applicable to Workbench 1.2 
and 1.3 users. 
Mastering Amiga ARexx 
Paul Overaa, 336 pages $27.00, ISBN: 1-873308-13-2 





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Toccata 2.0, p. 13 



jjjjgg, RpTAMrF 

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Amiga Oberon-2, p.19 




Snow Words and Nimble Numbers, 
p.17 




Studio 16 3.0 & AD516 Board, p.27 




Aladdin-4D: Tutorial #9, p.30 



ill Tills) j£)£)My 



13 Toccata 

by Douglas Nakakihara 
Toccata a new 16-bit sound board for 
(he Amiga manufactured by 
MacroSystems is given the once over. 

Snow Words and Nimble 
Numbers 

by Eric Nixon 

Two good, old-fashion learning experi- 
ences for spelling and math. 

Amiga Oberon-2 

by Michael Griebling 

A review of the latest object-oriented 
language from Nicholas Wirth who 
also brought us Modula-2 and Pascal. 

22 Take 2 

by Shamms Mortier 

A look at Take 2, a special kind of edit 
decision list processor (EDLP) for ani- 
mation producers created by Rombo 
Productions. 

24 A 2D Animation Project 

by Shamms Mortier 

How the concept of ANIMbrushes in 

DPaint helped to produce an animation 

project. 

Studio 16 3.0 &AD51 6 Board 

by Shamms Mortier 

Great interface design and clarity set 
this software and hardware combina- 
tion apart from the rest. 

30 Aladdin-4D: Tutorial #9 

by Shamms Mortier 

Some of the new features of A4d 3.0 
particularly Instancing and CSpline 
variations are covered in this continu- 
ing Aladdin-4D tutorial. 




Volume 9 
Number 9 
September 1994 




33 Panorama 3.0 

by Shamms Mortier 

A review of Panorama 3.0 which offers 
a whole bucket of new alternatives in 
Amiga scene generators and anima- 
tion engines. 




80 A C Exclusive 

Commodore's U.K. General Manager, 
David Pleasance, shares his thoughts 
and hopes on his management buyout 
attempt for Commodore and the 
Amiga. 



Iririitureis 



Digital Image Special F/X 

by William Frawley 

Create exciting styles of text with 
Professional Draw, Pagestream, 
OpalPaini ADPro, and ImageFX. 

65 Online 

by Rob Hays 

On line games like Air Warrior, 
RSCards, NTN Trivia, Federation II 
and Orb Wars are examined in this 
month's Online. 



ragonworld 



p.55 




Digital Image Special FIX, p.46 




Inside ARexx. p. 42 




Diversions, p.74 




Columns 



New Products & 
Other Neat Stuff 

Battle Chess, The Lost Vikings, 
Impossible Mission 2025, Insight 
Dinosaurs, Bump W Burn, HiSoft 
BASIC 2, MaxonMagic, Address It! 
v1.5, Multilayer, Amiga Air & Space 
Software, MediaEditor 3.9.8, round out 
the items found in this issue's New 
Products. 

Cli directory 

by Keith Cameron 

Several readers have written in to 
share some of their tricks in 
customizing the Shell window. 

Bug Bytes 

by John Steiner 

ARexx and Mathieeedoubbas.lib; 
Amiga print problems with Okidata 
printers; SetPatch tips; Workbench 3.0 
monitor drivers; More A3000 questions 
are among the topics discussed in this 
months Bug Bytes. 

42 Inside ARexx 

by Merrill Callaway 

Using ARexx DO Loops to solve 

combinatorial problems. 

Roomers 

by The Bandito 

The Bandito discusses the CBM 
turmoil and the Amiga's future-Where 
we get upset and join in. 

74 Diversions 

This month: Jurassic Park horn Ocean 
Software Ltd. hopes to give gamers a 
taste of the hair-raising action and 
suspense of the film. Tornado from 
Digital Integration Ltd is a blockbuster 
flight simulator for the Amiga. Zool2, 
from Gremlin Graphics Carver House, 
place Zool, his girlfriend Zooz, and his 
two headed dog Zoon against Krool. 



Diversions, p.74 



L) h pHj?ini^f i ; i!i 




Editorial 6 

AC pays its respects to Jay Miner 
the founding father of Amiga 
technology. 

List of Advertisers 72 

Feedback 60 



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Amazing Computing 
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\ 



\ EDITORIAL COM 



Jay Miner 

The Amiga has lost its most 
important founding father 



f 



The news was not reported over the wire 
sen-ices, across the front pages of major 
newspapers, or attached to the end of televi- 
sion news broadcasts. The information was 
passed solemnly by lelep hone a nd then, even 
more fittingly, by a network of electronic 
bulletin boards. The man who had conceived 
and created the Amiga had died. Jay Miner, 
at the age of 62, died on June 20, 1994 due to 
complications from kidney failure. 

Most of us, myself included, never re- 
alized the full extent of Jay C. Miner's impact 
on the computer industrv. The following is 
an obituary supplied bv lav Miner's bride of 
42 years, Caroline Miner. 

Jay G. Miner 1932-1994 

Jay G. Miner was born in Prescott, Ari- 
zona, on May 31, 1932 and raised in South- 
em California. He served three years in the 
Coast Guard on the East Coast during the 
Korean War. He graduated from the Uni- 
versity of California, Berkeley, in 1958 with 
a degree in Electrical Engineering. 

Mr. Miner's career started soon after- 
wards, and his resume reads like a history of 
Silicon Valley. He loved start-ups, and his 
enthusiasm and gentle leadership were a 
source of inspiration for all who knew him. 

Mr. Miner was best know as the devel- 
oper of the Amiga computer, a machine 
embodying in 19S4 many of (he multimedia, 
graphics and multi-tasking concepts only 
now becoming common in personal com- 
puters. His wide talents embraced projects 
including heart defibrillators, the chips in 
many Atari video games, and some ot the 
first digital voltmeters and calculators. 

His interests were many and varied, 
but his love of boating was predominant. 

He is survived by Caroline, his wife of 
more than 42 years, and by his two nieces, 
Linda Heisig of Holt, California, and Robin 
Beers of San Diego, California. 

A memorial service was held on J lily 23 
at the Palo Alto Unitarian Universalis! 
Church in Palo Alto, California. 

From The San Jose Mercury News 

Mark Lundstrum of the Sjii lose Aim my 
Neil's (July 22, 1994) wrote, "For the Atari he 
developed the Video Computer system 




(VCS), which put its games in millions of 
homes, and then he went to work on the 
design for the Atari 400 and 800 computers. 
He put his touch on the chip that is central to 
the Ventritex implantable cardiac 
defibrillator that can be programmed exter- 
nally." 

Mr, Lundstrum discussed jav Miner's 
and AmigaCorp. co-founder, David Morse's, 
most notable achievement " The A miga com- 
puter, which in the early '80s produced color 
graphics that only today are becoming com- 
monplace in PCs, created a community of 
avid adherents. It was Mr. Miner's dream to 
design a low-cost machine that could run 
several programs simultaneouslv, handle 
video and do it all in color. An Amiga did 
that for less than S1300 (a basic model sold 
for S750). When Commodore acquired 
Amiga in 1984, the legion of Amiga loyalists 
thought the world would beat a path to the 
better-mousetrap door, ft didn't happen. 
The Amiga languished." 

An Incredible Life 

A good many of the people I talked to, 
when discussing Jav Miner, acknowledge 
the peculiar coincidence that Jav Miner was 
alive to see Commodore stumble and fall. 
Most wonder if he believed the Amiga won Id 
ever gain the prominence he had originally 
designed for it. Their questions prompted 
me to remember another incredible life. 

in the early 70s, PBS ran a series on the 
life of Leonardo da Vinci. Through several 
episodes they chronicled the great man's life 
from his childhood to his death. They de- 
scribed his masterful inventions, his won- 
drous discoveries, his probing mind, and his 
valuable contribution as a fine artist. 

In one episode they discussed a dis- 
agreement he had with a young upstart art- 
ist, Michelangelo. Apparently both men had 
discovered a use fora long abandoned piece 
of marble. When both rose to claim it, the 
affair went to the courts. Leonardo was de- 
feated in his bid for the stone and 
Michelangelo went on to create his statue- 
David from it. 

This defeat set the stage for the wav 
Leonardo could have viewed his life. At the 
time of his death, his greatest works were 



being passed <u ei b\ the works of younger 
artists. His masterpiece, The Last Supper, 
was beginning to fade. Many of his notes 
were either lost or forgotten. Most of his 
inventions were never built or utilized. In 
the end, he was living as a guest on the 
goodwill of patrons. 

Leonardo da Vinci's greatest accom- 
plishments were not realized within his time. 
His contribution to the Renaissance or even 
the Renaissance itself was unknown when 
he died. Yet today, all of us consider da 
Vinci's work as exceptional. 

Jay's Legacy 

Jay Miner's contribution to the Atari 
VCS, Atari 400 and 800 computers, and the 
Amiga are documented above. For main- 
people, it was Jay's work that supplied us 
with our first touch of affordable consumer 
computing. His work at Atari opened the 
door for millions of people to experience 
what a computer was capable of doing. 

At Amiga Corp., he refined that vision 
ami created a computer (while most of the 
companies' executives believed he was build- 
ing .i game machine) that revolutionized tin- 
way the market looked at computer capa- 
bilities. While he did not coin the phrase 
"Multimedia," he did create the system that 
first made the concept possible and, in the 
process, blasted a wake-up call tocompeting 
computer platforms. 

Unfortunately, Jay never saw either 
Atari or Commodore continue the advan- 
tage lie helped to create. But neither Jay's 
memory nor the viability of the Amiga will 
pass easily. Bidding continues on the Amiga 
even at this writing and Jay's vision still 
directs many in both hard ware and software 
development. We owe a great deal to Mr. 
Mirier and his work. Who knows, several 
years from now, maybe PBS will discover 
(he true story and do another series on an 
incredible life. 




Don Hicks 
Managing Editor 



Amazixg Computing 








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G-Lock'" Bring live video, audio and Amiga graphics 
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world of video with our built-in transcoder to convert 
input video to composite, Y/C, RGB or YUV outputs! Full 
support for AGA systems as well as the 'classic' Amiga 500, 
2000 and 3000. Acclaimed interface controls make this 
easy to use and simple to control. Scala" users even get an 
EX module to use G-Lock in their multimedia applications. 
Add G-Lock's included dual-input audio panel and it's 
simply the best choice for every personal Amiga owner. 

CIRCLE 333 ON READER SERVICE CARD 

IV-24™ 2.D — The Ultimate Genlock This is what you 
- have been searching for in a professional quality genlock 
for your Amiga 2000, 3000 or 4000. This integrated hard- 
ware design provides the crispest, cleanest genlocked video 
on the Amiga desktop. With options for RGB, composite, 
SVHS, lietacam and M-ll compatible inputs is. outputs 
as well as a 24-bit, 16.7 million color frame-buffer and 
real-time framegrahber/digitizer, this is fie Amiga 
genlock every professional needs, Powerful included 
software completes this picture as the Ultimate Genlock. 

CIRCLE 33d ON REAPER SERVICE CARD 



G-Force '030 Combo" 

GVP's classic Combo card accelerates your Amiga 2000 
to new heights! This integrated design slips into the 
processor option slot in your system and instantly pro- 
vides dramatic performance improvements. Easily add 
up to 16MB of fast .12-bit RAM. Gain expansion and 
versatility with our powerful SCSI II interface, allowing 
you to connect up to 7 devices such as hard drives, 
SyQuest removables or CD-ROM drives. 
Feel the power of G-Force today! 

CIRCLE 335 ON READER SERVICE CARD 




G-Fcrce '040/33 Combo 

The classic Combo taken to the Ultimate Extreme! 

Your applications will blaze with the awesome power of a 

33Mhz 68040 processor. Give that muscle some room to 

flex with room for up to 64MB of fast 32-bit RAM. Of 

course our award'Winning SCSI II interface is integrated 

(or maximum performance and we include the bonus of 

ioExtender capability with an extra parallel port and a 

buffered high-speed serial port. Hot "toast" served here! 

CIRCLE 333 ON READER SERVICE CARD 

4008 SCSI II" 

Bring the world of SCSI within your reach with this 

easy-to-install board. Instantly gain access to thousands 

of peripherals such as hard drives, SyQuest removable 

media and CD-ROMs, Add up to 7 devices ro your Amiga 

4000 and smile. As a leader in Amiga peripheral technology 

since 1988, we still maintain support for A2000 owners 

too, even providing SMB of RAM expansion on the card. 

Advanced surface-mount technology allows any user to 

mount a 3.5" drive directly to the card, providing for 

maximum convenience. Get the GVP SCSI difference! 

CIRCLE 337 ON READER SEHVICE CARD 

ioExtender" 

Feeling trapped- Let GVP extend your horizons with 
our easy-to-use ioExtender. Contained on a single card, 
you will find an additional parallel port, allowing you to 
connect a printer and a digitizer (such as DSSS^-l at the 
same lime. No more messy, unreliable switch boxes! We 
include two, that's right, two high-speed, FIFO buffered 
serial ports. No more dropped data or bogged-down com- 
puters when transferring data via modem (at speeds in 
excess of 57,600! I. Free your pons and regain performance 
on your Amiga with ioExtender! 

CIRCLE 336 ON READER SERVICE CARD 

'* PhonePak VFX™ 2.0 

If you are calling for VoiceMail Press 1 . 

If you would like ro send a Fax, Press 2. 

If you would like to have this automated, scheduled, 

time/date stamped and call you when you have new" mail, 

get PhonePak VFX 2.0 today! Fully integrated, allowing 

unlimited mailboxes and private fax receiving. Send faxes 

from any program that prints. Call in remotely and 

retrieve faxes sent earlier. Plain paper or paperless faxing. 

Call routing with Centrex/PBX support, and more! 

CIRCLE 339 ON READER SERVICE CARD 

DSSI+- 

JJJ+1 Clearly Superior! This is the quietest, 

'■""- mosi professional and attractive digital 

sound sampler yet made. Assembled of high-impact clear 

polycarbonate, this is the sound sampler to own for the 

Amiga. The versatile Digital Sound Studio software 

includes a multifaceted program for sampling, editing, 

song composition, stereo sound playback as well as 

creation of .MOD format songs. 

CIRCLE 340 ON READER SERVICE CARD 





PhonePak 






=GVP 




GREAT VALLEY PRODUCTS, INC. 

657 CLARK AVENUE KING OF PRUSSIA, PA 19406 " USA 

PHONE 21 5 *354 • 9495 • FAX 215«337«9922 



EGS 26/24 Spectrum, Performance Series II, Image FX, G-Lock, IV-24. GeForce 030 Combo. G-Force 040/33 Ccmbo, 4008 SCSI II. loEslender. 
PhowPak VFX, and DSSB* are irademartts ol Gfeai Valiey Products, Ik All oiher Irademarks are ttie property a I Ihetr respective owners 

Circle 105 on Reader Service card. 



Maintain your edge... 

AC's Guide gives you the latest in Amiga products and availability; 
now subscribe to the magazines that will keep you in the know. 



Subscribe to the best resource available for the AMIGA 



Amazing 
Computing 




Amazing Computing, the 
first Amiga monthly maga- 
zine, remains the first in new 
product announcements, 
unbiased reviews, and 
indepth reporting. AC's 
unique columns like Roomers 
and Bug Bytes, step-by-step 
programming articles, and 
entertaining tutorials have 
made it the magazine of 
choice with devoted Amiga 
fans. With AC you remain on 
the cutting edge of Amiga 
product development. 



AC's Guide AC's TECH 



The Cw aa tete Amlwt 



Commodore Out — Amiga In . ; 



AC (AWE/AMIGA 



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Foreign orders please call 508-678-4200 



NEW 

PRODUCTS 

and otk&r xe&tgteiKK 



The following are press releases 
and news announcements from 
Amiga vendors and Others. While 
Amazing Computing maintains 
ilk' right to edit these entries, the 
statements, etc. made in these 
reports are those of the vendors and 
not Amazing Computing 
magazine. 



Battle Chess 
For CD32 

Like playing chess? Then 
this game is for you. This CD32 
game has a tutorial for those 
who have never played chess 




before, or if a refresher course is 
needed. The pieces come forth 
and speak for themselves, 
explaining the game play. You 
can also fast forward through 
the tutorial and begin direct 
play. 

Battle Chess includes a 
Moves Menu which allows 
control of the pieces and 
position of the game. Included 
are commands such as 
ForceMove which will move the 
CD32 faster if it is taking too 
long to make a move, 
SuggestMove for those stuck 
and need a hint for their next 
move, and Replay which allows 
you to fast forward one step at a 
time to the end of the current 



Battle Chess 

It will teach you chess as 
it defeats you. Multiple 
settings allow you to 
create a perfectly 
matched opponent. 





The Lost Vikings 
Three extraordinary 
characters trapped on an 
alien spaceship. 



game. The Settings Menu 
allows the player to choose 
what side and what Board to 
use. You can play on either a 
2D or 3D Board, but only the 3D 
Board has the animated pieces. 
The LevelsMenu gives you 
control of the Intelligence of 
your Battle Chess CD32 
opponent. The higher the level 
selected the better and longer 
Battle Chess will think. So 
brush up on those moves and 
prepare for a challenge. 
Interplay Productions, The 
Barn, St John's Yard, Main 
Road, Fyfield, Oxon UK OX13 
5LN, Tel 0865 390029, FAX 
0865 390213. 
Inquiry #21 1 



The Lost Viking 

For CD32 

It starts out just like any 
other day of Nordic seafaring 
when Erik the Swift 1 ", Baleog 
the Fierce™, and Olaf the 
Stout lv are sud den Iv sucked 
into an alien spaceship. You 




must help them find their way 
home, but each mysterious door 
you help them through throws 
them into different eras in time 
and new enemies! The game 
promises hours of adventurous 
fun with hundreds of mind 
blowing puzzles to play and 
conquer in over 3r> levels of 
plav. 1-ach Viking has his own 
attitude which comes alive as 
they talk to each other in 
cartoon captions while taking 
vou through worlds such as 
Prehistoria Egypt, The Great 
Factory, Wacky World, and 
more. 
Interplay Productions, The 
Barn, St John's Yard, Main 
Road, Fyfield, Oxon UK OX13 
5LN, Tel 0865 390029, FAX 
0865 390213. 
Inquiry #212 



Special Thanks 

Some foreign Amiga and CD32 games have been 
provided by Arnigaman, Computer Basics, Inc., 1490 N. 
Heritage, PA 16148, (800) 258-0533, Fax (412) 962-0279, 
& British Magazine Distributors. 



September 1994 



AMIGA CD ; 




i - a I ■- i . * f - J-yU 
Jihjl h i , . ,? 










Mission 
Impossible 
2025 The 
Special 
Edition 



SE Robots and 
^ traps in a 






maze. 








Impossible Mission 2025 
The Special Edition 
For CD32 

2025 AD. The evil ELvir 

Atombender has built a top- 
secret high-security tower. He 
has filled it with powerful and 
dangerous robots. He is about 
to unleash this menace on nn 
unsuspecting world. Your 
mission: Get in there and stop 
him! 

Three Agents are available 
to help you in your quest, Tasha 
- Hyper Gymnast, Felix Fly - 
Riot Ranger, and RAM 2 - 
Renegade Robot. Time is of the 
essence as it is believed that 



AMIGA, CD 




Elvin is planning an escape to 
the Moon in a rocket based 
inside the Tower. Not only is 
time against you, but mam- 
types of robot guards will be 
looking to do you in as vou 
progress to the higher floors. 
As vou search take and use 
whatever you can. Travel 
options include running, 
-omersaulling, using ele\ ators 
lifts, or riding the mono-rail. 

MicroProse Ltd, The Ridge, 

Chipping Sodbury, Bristol UK 

BS17 6AY. 

Inquiry #213 



VCDTV 



insight 



DIN 



in association with 

DINOSAURS ■ 

THE 
NATURAL HISTORY 
MUSEUM, LONDON 



Insight Dinosaurs 

For CD32 

This is the second title in 
the 'INSIGHT' series for CD32, 
CDTV and a570 owners. Insight 
Dinosaurs was produced in 
association with The Natural 
History Museum, London and 
features the work of world 
renowned Dinosaur illustrators. 
This unique title brings to life 
these long dead giants of the 
past through photos, illustra- 
tion, computer graphics, motion 
video, text, narration and sound 
effects. 

Dinosaur A-Z, Death of 
the Dinosaur, Anatomy, Attack 
&: Defence, Carnivores, 
Herbivores, Shifting Conti- 
nents, Climate, Fossil Hunters, 
Fossil Hunting, Timeline, 
Family Tree and Funosaurs are 
some of the items explored. A 
shipping date of June 27th, 1994 
is expected with a price of 
£39.95 inc VAT and P&P (25% 
discount for registered 
Pandora's CD owners and 
Educational Institutions). 

Optonica Ltd, 1 The Terrace, 
High Street, Lutterworth, 

Leicestershire, UK LE17 4BA, 

Tel: +44 455 558282, FAX: +44 
455 5593B6. 
Inquiry #214 



Bump 'N' Burn 

For CD32 

Prepare yourself for the 
world's craziest race. Once a 
decade drivers come from all 
over Toonia to test their skill in 
a no holds barred contest of 
speed and destruction called 
the Bump 'N' Burn champion- 
ships. The current champion is 
Count Chaos in a car called the 
Skull - Crusher Special. 
Undefeated since the tourna- 
ment started, he is a ruthless 
driver who will stop at nothing 
to retain his title. 

The contestants face 
numerous challenges as they 
travel through each of Toonia's 
seven regions. The horror of 
the Haunted Forests, the danger 
of the War Citv, freezing 
conditions in the Polar Zone 
and trip into Future World. 
Onlv one thing is certain, your 
opponents will use devious 
schemes to make sure YOU 
don't reach the checkered flag 
first. Game features include 8 
original characters, secret levels, 
an innovative weapon system, 
16 varied tracks, 3 different play 
modes, split screen and two 
plaver mode. 
Grondslam, Tel 44 81 680- 
7044, FAX 44 81 686-7535. 
Inquiry #210 



10 



A MA zi.\ a Com pvti n a 



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We have the lowest Amiga prices anywhere! V/V/lllUUlVl XTVXAlJ VV WA kj (306) 

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When this add went to press, the details of the Commodore re-oreanization were not finalised, however, all indications are that this change of direction will put the Amiga in it's 
strongest position ever! We are very excited about the future of the Amiga and are continuing to offer the best possible prices on all available Amiga s. 



400W030S. & 4000/mO-> 



Phone: (306) 764-2888 Fax: (306) 76+0088 BBS: (306) 764-0888 



CD-32 

$299 

■ 6«EC020Cpuffil4Mlir 

■ AGA 32-Bit Chipset 

■ 2 MB CWp RAM 

600 MB CD-ROM Drive 

■ Double Speed CD-ROM 

| Limited Supplies! 



A 1200 

$329 



-68EC020Cpu® l4Mta 
-AGA 32- Bit Chipset 
-2 MB Chip RAM 

■ IDE Hani Drive Controller 

■ 880K Floppy Drive 



Back in Stock. 



Amiga 1200 HD 

-Amiga 1200 Computer 

- 68020 CPU @ 14 Mhz 

- 2MB RAM 

- 210 MB Internal Hard Drive 

- Electrohome 1440 Monitor 

- All Cables & Connectors 

$1,399 

O&s, we actually have 1200's) 



4000/030 

$1,299 

-68EC030Cpuffl25 Mh! 

- Math Chip Optional 
-2 MB Chip RAM 

- SDE Hard drive Conlroller 

- 1.76 MB Floppy Drive 

Back in Stock! 



4000/040 

$1,499 

- 68LC040 Cpu ® 25 Mhz 

■ Math Chip Optional 
-2 MB Chip RAM 

IDE Hard Drive Controller 

■ 1.76 MB Floppy Drive 

| Supplies Limited! - 



4000 Tower 

$2,399 

68040Cpu@25Mhz 

■ Math Chip built-in 

• 2 MB Chip RAM 

■ SCSI Si. IDE Dnvc Controllers 

• U6 MB Floppy Drive 

| Call for Availability! \ 



Amiga 1200/030 

-Amiga 1200 Computer 

- 68030 CPU ® 25 Mhz 

- 4MB RAM 

- 340 MB Internal Hard Drive 

- Electrohome 1440 Monitor 

- All Cables & Connectors 

$1,999 

(ybs, we actually have 1200's) 



Toaster 4000 

Amiga 4000 Computer 
68030 CPU @ 25 Mhz 
10MB RAM 

210 MB Internal Hard Drive 
Video Toaster 3.1 
-Commodore 1084 Monitor 

$3,999 

(Best Toaster Starter Ever!) 



PAR System 

■ Amiga 4000 Computer 

■ 68030 CPU @ 25 Mhz 

■ 6MB RAM 

■ 2 1 & 540 MB Hard Drives 
- PAR Card (60fps animation) 

■ Electrohome 1440 Monitor 

$4,099 

(Broadcast Quality Anims!) 



Amiga 4000 Upgrades 


1MB Simm 


% 39" 


4MB Simm 


$ 159*- 


8MB Simm (60ns) 


J 339" 


16MB Simm (60ns) 


S 689" 


32MB Simm (60ns) 


SI 349" 


210 MB IDE HD 


J 199" 


340 MB IDE HD 


S 299" 


420 MB IDE HD 


J 399" 


520 MB IDE HD 


J 499" 


"Aid to «nr 40OO lyittm! 



Warped Toaster 

■ Amiga 4000 Computer 

- Warp Engine 040 @ 40 Mhz 
■20 MB RAM 

- 540 MB SCSI-II Hard Drive 
■Video Toaster 3.1 Card 

■ Commodore 1084 Monitor 

$6,599 

(Fastest Toaster Ever!) 



■Mitare 



Anim Workshop Version 2.0 
Deluxe Paint 4.5 (AGA Version!) 
Brilliance Paint 174 Bit on AGA!) 



Final Copy Word Processor 
Pro Calc 
ProPage4.1 
ProDraw3.03 



S 39 Accelerators 3: Memory Boards 

S 109 Warp Engine 4028 (28Mhz & SCSI-1]) 

S 75 Warp Engine 4033 (33Mhz& SCSI-II) 

i 75 



S 699 
$1099 



Monitors with Amiga / Alone 

Commodore 2024 (1024XS00) $199/5269 



Amiga 4000/CD! 

- A40M/040, 6MB RAM/210 HD 

- CD-ROM &. Conlroller 



$2,299 



\ 



Par Animation Card! 



60 fps Broadcast Quality Anims 
500 MB Hard Drive 



$2,299 






2024 Hi-Res Monitor 

■ 1024 X 800 Non-Interlaced 
- Ideal for Desktop Publishing! 



$199 1 1 



ElectrohomeI4 " 

■ .28mm Dot Pilch, 15-40Khi(14") 
- Developed here in Canada! 



$439 



I 



Caligari24 
Real 3D version 2.0 
Imagine 3.0 (Now In Stock!) 
Sparks (Particle Animation) 
Swipes (for Video Toaster) 



■ici&DTYPeriphaals 
$ 119 RocGen (Low cost external genlock) 
$ 379 SuperGsu SX (Broadcast quality) 
S 379 TBC IV from DPS (Updated version) $ 789 

$ 99 
$ 89 



Grolliers Encyclopedia 

- on CD-ROM 



$49 



\ 



Amiga 4000@40Mhz ?. .qq 

- Ad/VYlrf\lTj# dfiMhs /Warn FnoiJ ' 



Art Department Pro (Ver 15) 

Montage Character Generator) 

Pegger (JPeg compression!) 

Bars & Pipes Professional Version 2.0 

Deluxe Music Version 2,0 

Dist ant Suns Version 5.0 

Image FX Version 1.5 



A4OO0/O4O &. 40Mhz (Warp Engtnl 

20 MB RAM & 540 Fist SCSI-II Hard Dnve 

Kitchen Sync (Two complete TBC 's!) 
Retina 24 Bit Card 2MB (Still great!) 
Retina ZI1I (4MB Version) 



$ 139 

$225 Picasso II (24 Bit Graphics Card) 
$ 69 GVP Spectrum (with pass-thru) 
$ 215 
$ 79 
$ 59 
S 169 



MPBG Card for CD-3. 

-with any two movies, FREE! 

\t*K*l\JhC tiirx. BUck Riun. Urn Jt 
AhmJi'n, Rni 0..+0 Ukiin! JV..—* . 

h*>« Cka^Slmt, si» Tn* fi, TV P 



Warp Engine 4040 (40Mhz & SCSI-II) $1299 
S 199 DKB l24O,68030@40Mhz $299 

$689 

Printers 
StarNX-1001 (9pmNLQ) S 119 

Star NX- 1040 (9 pin Color with NLQ) $139 

Star NX-2430 (24 pin Letter Quality) $179 

Star NX-2450 (24 pin Color, SheetFeeder !) $ 219 
Star NX-2480 <24 pin Color. 330 cps!) 
$1189 Star SJ-144 (Color InkJet) 
$ 299 Primera (Best color output) 
S 729 Hewlett Packard Desk J et 520 (600 dpi!) 
i 429 Hewlett Packard DeskJet 500c Color!) $ 369 
$389 HewlettPackardDeskJetS60c(600dpi) $549 
Hewlett Packard 4L S 659 



I 



Commodore 1950 Multiscan $299 / $399 

Electrohome 1440 MultiScan $449/ $449 

1428 Bi-Scstt (640X400 & 800X600) S269/S299 
JDEKIT Multi-Scan (NTSCA VGA) SS99/S959 

CD-ROM & Controller for 21X30/3000/4000 $ 199 



Double Speed CD-ROM & Controller S 229 

IOMEGA 150i MB Bernoulici cartridge $ 469 

$ 239 fyl" 1 *' iQSWB a '' for 4000 S 359 

t 449 DalaFlyer XDSEiternal for 1200 $ 65 

$ 749 DaiaFlyer 4O00SX SCSI Controller % 79 

$ 269 



14400 Baud Modem 

-/nit Modem twifi Fax! 



$129 



$299 

TSDTJ 






Warp Engine @40Mhs ~ 

-68040 & SCSI-IT @ 40 Mhz" I ^ ' V 



\ 



J 



1 



Video Toaster Starter 

-A4000/030, I0MB&2I0HD 

■ Toasler 4000 Version 3. 1 &. CBM 1 084 Monitor 



$3,999 



Pnxlu cilliOi- Business, Utilities & Prog ramming 

AmiBackci AmtBack Tools $ 55 

SASCiC" Version 6.5 $239 

DevPac Version 3 (Assembler) $69 

EDGE Professional Teit Editor $59 

Home Front Version 15 $ 29 



Merlin 24 Bit Video board $569 

VLab Video Digitizer with 30fps $369 ^^^^^^^^^^^^^^^ m 

VLab Y/C ( with Super VHS connections) $ 469 Modems Sr Scanners 

Personal Animation Recorder by DPS $ 1459 Supra 2400 Modem 

Video Toaster (with computer only) S1799 GP FAX Software for Supra Modems 



I 



FastLane Z3 FAST SCSI-II Controller $ 499 

DKB 4091 FAST SCSI-II Controller $ 289 

AlfaData External 880K External Floppy $ 69 

PouerComputing 1.76MB External Floppy S149 



Video Toaster 3.1 Card 

- With any Amiga 4000 System 



$1799 



Image FX from GVP 

* Version 1.5 



$169 



Best Data [4.400 Baud Fax/Modem 
AlfaData SOO dpi Hand Scanner 



$ 49 
$ 49 

$ 149 
S 169 



J 



Personal Component Adaptor (YC+) 



S 259 



Brilliance 

- #1 Painting program.' 



$59 



\ 



MultiFace HI Card $ 79 

Emplant Color Emulator (IBM Soon!) $249 
AMAX Color Macintosh Emulator $359 

We will beat anyone's price o n in st ock ite ms' 



We have the best prices on 

Amiga, ASDG, AifiDali, Axiom Software, 

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Sanyo, Scagaie, SoftLogic, Softwood, Staj. 

SanRite, Supra, Syquwt, US Robotica, 
Utilitiea Unlimited, Warm & Fuzzy Logic 






CD-32 Tides 
$18-S29&up! 

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0«a- 20*11 add JCfib 2 Dap 



CJ>32orAl200 $19 
A4000or40QQT $39 
Afonitnt $29 



JAM 

SDty* 
SDtyt 



TV<- IK ihc ntn^ file* a itlrver. lime* in buainru ili'.t (or 

frotnd tcrvix wtthir Cir-jhti It liit (.ISA, and include ill rc|*Ur 
itifffiAt. luivflLrtj. dutj. hrukmp, cuioiiii clnniKt indcWrlD 

iii»>r lieustrnr Siimr milFn mmy irquiir ipn-'nl hvoJUanz. 

(iRwi «-c r.t juwintccd. LTS/Pe-iiL'tJ'liiJ will no( jvccr4 cUju 
f»r J*mifcTion wiU»c_i 



" 'OK It's a 6 point foot now. Is thit better? The prices sho^n art m L'SSandare based on the USS-CanadtanS exchange rale as of add cr-ation therefore actual prices may varv slightly - (usuaUy less Irian V;S). All Iransacltons are in 
Canadian funds. Your bank will convert lo Canadian funds when you place an order and we authorise your card. You do not get charged any tariffs t>r duties. This add reilecls products & pricing 'available to us as o\ June 30*94. By the 



Ume you read this in the Sep 94 Issue, some things will prnhahlv have changed. Delivery lime* are not guaranteed- There u ill be a ]$% restocking fee on orders refused/cancelled/rciiirricd (cxett\ for jfeftctlvu relumed for warranty 
repair! hem* temporarily out of slock will Ik ^fwcul urdered and shipped when available. If any of this is unclear, please ask for details before ordering. Sorrv, hut wccan'i be respiin^iblc tor damage, delays or loii dunnk; ihipninc sn 
please insure your order. Prices shown reflect a Z% Cash discount. ' Atari Ruies! (Psych!) 

Circle 1 1 1 on Reader Service card. 



J-JjS^J 3.A5J C 



exPreSs 



HfSoft BASIC 2 
Oregon Research has announce 
a major upgrade to HiSoft 
BASIC and BASIC professional. 
In HiSoft BASIC Version 2, 
program development takes 
place in an integrated editor- 
compiler-debugger environ- 
ment The new multi- 
windowed editor, with special 
Workbench 2 and 3 support is 
specifically designed to aid 
program development. It 
features bookmarks, mouse 
block marking, macros and is 
fully user configurable. The 
compiler is twice as fast as 
previous versions vet retains 
compatibility with previous 
versions as well as Microsoft 
QuickBASIC and AmigaBASIC. 
HiSoft BASIC 2 comes with 640 
pages of documentation 
including an extensive tutorial 
section. HiSoft BASIC 2 works 
on all Amiga systems with 1Mb 
or more of memory and one 
floppy drive, 2Mb of memory 
and a hard drive are recom- 
mended for large projects or to 
take full advantage of Work- 
bench 2 and 3 features. 
Retailing for S129.95, it is 
available now. Upgrades from 
any previous version of HiSoft 
BASIC, BASIC Professional, or 
Power BASIC are S69.00 + $5.00 
S&H. 

Oregon Research, 16200 SW 

Pacific Hwy, Ste 162, Tigard, 

OR 97224, {503)620-4919, 

FAX (501) 624-2940. 

Inquiry#203 



MaxonMAGIC 

MaxonMAGlC is a modular 
screen saver and system audio 
manager that will put FUN 
back in your Amiga. Over 20 




colorful, animated, and 
amusing screen savers that will 
entertain while protecting vour 
monitor from burn-in. Sound 
samples or songs can also be 
added to each screen saver. 
MaxonMAGIC screen savers 
run on all Amiga's and with all 
add-on graphics boards that 
support Workbench emulation. 

MaxonMAGIC is also a 
sophisticated system audio 
manager, add on your choice of 
samples to a variety of system 
events, keys, alerts etc. 
Retailing for S49.95, 
MaxonMAGIC is available now. 
Oregon Research, 16200 SW 
Pacific Hwy, Ste 162, Tigard, 
OR 97224, (503) 620-4919, 
FAX (50 1) 624-2940. 
Inquiry §204 



Address II! vl.5 

Legendary Design Technologies 
has announce that vl.5 of their 
addressing package for the 
Amiga computer is now 
shipping. There are many new 
features, most notably the 
brand new "3D" interface look, 
improved exporting and 
importing that now supports 
Pinai Writer, new postal 
formats that make the program 
useful in all countries of the 
world, and improved laser/ink- 
jet support. 

Registered owners of 
previous version can upgrade 
to vl.5 for only S7.50 US 
including shipping. If proof of 
purchase is provided, those 
who bought the product after 
June 15, 1994 will receive a free 
upgrade. 

Legendary Design 

Technologies Inc, 25 
Fronfenac Avenue, Brantford, 



Ontario CANADA N3R 3B7, 
Phone/FAX (519) 753-6120. 

Inquiry #205 



Multi Layer 

Prime Software announces the 
release of MultiLayer, the 
digital layering, compositing 
and effects tool for the Amiga. 
Unlimited layering of motion 
video or stills with a full 
timeline/editing interface has 
been made simple. Multiple 
sequences of graphics and 
video can be composited using 
Image Mapping, Luminance- 
keying, Alpha keying. Chroma 
keys and more. Image 
sequences can be generated in 
resolutions from 100 x 100 pixel 
anims to film resolutions of 
4800 x 3000 pixels and beyond 
in lull 24-bit color. Available 
lor the introductory price of 
S89.95 plus S4.00 S&H (until 
September I, 1994) it requires 
Nova Design's Image- FX or 
ADPro for compositing and 
Workbench 2.0. 

Prime Software, 31 164 

Country Way, Farmington 

Hills, Ml 48331-1035, Tel (810) 

661-3393. 

Inquiry #206 



Amiga Air & Space 
Software 

Explore the Heavens with your 
Amiga and this 12 disk 
collection of public domain and 
shareware Space Science related 
software. Plot planetary 
motions, create personalized 
sky charts, track hurricanes, 
travel to Mars, study stellar 
phenomena and much more. A 
set of 1 2 disks is available for 
S29.95 (includes shipping) or 
individual disks are available. 
Kinetic Designs, PO Box 1646, 
Orange Park, FL 32067- 1646. 
inquiry #207 



MediaEditor 3.9.8 

MediaEditor 3.9.8 is now 
shipping with a brand new 
manual and lots of new 
features, like variable screen 
resolution, point-and-click A/B 
- Roll, Toaster, VBOX, and 
VISCA control. You can even 
use Video Director and Nucleus 
control cables. Launch ARexx 
scripts from third party 



programs like TRexx, Sunrise, 
and Bars & Pipes. 

Industrial decks like the 
Panasonic AG-7750 and AG- 
5700, the JVC BR-Sf>05U. the 
Sony VO-9600, EVO-y8"0 and 
CVD and more are included in 
a new industrial driver set. The 
new RS-422 controller interfaces 
9-Pin industrial decks to the 
Amiga both through the main 
serial port and expansion ports, 
and RS-232 decks need no 
controller at all. Asa 
MediaPhiie customer you can 
upgrade to the latest hardware 
and software for 50",, off list. A 
software upgrade with new 
manuals and free technical 
support is just S75. 
Interactive Microsystems, 
Inc., 9 Red Roof Lane Ste 2, 
Salem, NH 03079-2929, Tel 
(603) 898-3545, (603) 898- 
3606. 
Inquiry #208 



Phonepak Developer 
Announces A4000 Fix 

Atlantis Design Group, 
developers of PhonePak VFX, 
announced the availability of a 
fix for the Zorro II DMA 
circuitry of the A4000/040 
computer. A defect prevented 
PhonePak from working 
reliably in most cases, causing 
voice messages to change pitch 
or become garbled. Service 
Management Group of 
Columbia, MD will perform the 
necessary upgrade to the 
Commodore 68040 processor 
board for S99. Interested 
parties should contact SMG at 
610-363-4003 for further 
information. 

The culprit was the U209 
chip on the '040 processor 
board. According to Christo- 
pher Darsch, President of 
Atlantis, thev were able to 
convince Commodore to li\ this 
problem in time for the first run 
of the 4000 tower but CBM 
liquidated before the informa- 
tion could be passed to 
consumers and dealers. Darsch 
gathered the information and 
formed an alliance with SMG to 
do the upgrade. 
Atlantis Design Group, inc., 
5551 Riverside Or, Richmond, 
VA 23225. (804) 23 1 -2302, 
FAX (804) 231-2328. 
Inquir #209 



12 



A mazixg Co.wrurixG 



Toccata 

Revicived By: Douglas J. Nakakihara 

Toccata ($499) is a new 16-bit sound board for the Amiga manufactured by 
MacroSystem in Germany. Noahji's has picked up U.S. distribution of this as well as 
other MacroSystem products like Retina and VLab, previously distributed by 
MacroSystemUS (no relation). The board features direct to hard disk recording and play- 
back. There are three stereo line and one stereo microphone inputs, and one stereo out- 
put. Audio can be sampled all the way up to CD (44.1KHz) and DAT (48KHz) rates. The 
board is capable of 16 channel 16-bit or 32 channel 8-bit playback, but current software 
only gives you four channels at most. (Look for this to change soon!) 



The board fits info any Zorro II slot. Three quarter-inch stereo 
jacks are mounted on the rear of the card (quarter-inch stereo to 
RCA adapter cables are included). Two of these are for line input 
and the other is the output jack. The third line input and the 
microphone are mini jacks located on the top of the card. If you are 
willing to give up another slot, an adapter that cables these to 
quarter-inch jacks mounted on an extra expansion slot cover is 
included. You could also drill holes in your case or find another 
means to feed the small cables out the rear of your Amiga. (I found 
it strange that this extra bracket is mentioned later in the manual 
and not in the installation section.) The three inputs are referred to 
as Line, AUX1, and AUX2. 

Toccata Software 

The Toccata software is modular in design and opens several 
windows. The ToceataControl window is where you configure the 
board. For sampling mode, you can choose 8-bit, 16-bit, or two 
compressed forms, mono or stereo, and set the sampling rate. Input 



selection and level is also set here. There is an option of mixing the 
two auxiliary inputs. Finally, you can set the output and loopback 
levels. Loopback allows you to monitor what is being input into the 
Toccata. Input level indicators can optionally be displayed. When 
they are, the loopback fidelity is reduced. All of the interface 
gadgets, like volume and input level, work in real-time as do the 
level meters. ToceataControl has extensive ARexx support. 

I'm not sure why, but the Toccata Recorder program duplicates 
all of the mode settings in the ToceataControl window and will 
override these setting when you record. To record, like a basic tape 
recorder, vou click the Record button. When you want it to stop 
you click Stop. To play what you've recorded, you click Playback. 
Pretty simple, eh? You also define the name of the file you want the 
sample saved to in this window. 

There are also two player programs included. One is called 
ToccataJingiePlayer. This is an interesting program that took me a 
while to figure out. Besides just being a sample player, it allows you 
to mix whatever is connected to either AUX1 or AUX2 with a 



Sanplitude MS "2,94 uon Titus Tost I'SEK'D 1994 C: 1.690. 264 F: 7.974.286 

ol DgteteHe.Sanple 16 Bits L: 1.694.288 H: 7.217.152 LBJIEi 



IQ 



lllll.L!.,il..l 1 „Ui.i. l i "i, 



Toccata Control 



Mode 



I nput 



Mix 



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(• 16 Bit 

_> H-Law 

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+ 12; 

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8- 



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All of the interface 
gadgets, like volume 
and input level, work in 
real-time as do the 
level meters. 
ToceataControl has 
extensive ARexx 
support. 



September 1994 



13 



sample. All of the samples must be in the same directory and their 
filenames will appear in .1 little window. This would be great for 
playing sound effects on demand, like for a morning radio show or 
something like that. You would run the normal audio through the 
Toccata using, say, AUXI and then when you needed a sound 
effect, just double-click on it. This program has an ARexx port too. 
The ToccataPIayer plays single samples and was designed for 
use from theCLI. When run from the Workbench, a file requestor 
will appear, but it will not play anything. 

Public Screens 

Many Amiga programs run on public screens. This means that 
other programs can open windows right on their screens and look 
like they are part of that program. It's exactly like opening a 
window on the Workbench, except the window opens on another 
program's screen. All of the Toccata programs support public 
screens and the implementation is one of the best I've seen. A list of 
running public screens can be brought up from the menu and you 
simply click on the desired one. You can also set the public screen 
name using the CL1. In fact, this is the only way to set it for the 
Toccata Record progra m . 

Sound Quality 

16-bit sound samples are awesome to be sure, but 8-bit 
samples are possibly more impressive. Bv that 1 mean, the 8-bit 
samples sound many times better than what you can get out of a 
stock Amiga. The manual explains that the Toccata board digitizes 
the sound using 1 6 bits but compresses it on-the-fly into S bits. On 
playback, it decompresses the 8-bit sample in reai time. This results 
in substantially belter signal-to-noise ratio than if the audio was 
sampled directly into 8 bits. The two compressed sample formats 
are also impressive. Compared to 16-bit samples, file sizes arc cut in 
half with little noticeable difference in sound quality — at least to 
my post-rock band ears. 

Editing 

A full-featured 16-bit sample editor called Samplitude MS by 
SEK'D is bundled with Toccata. It provides a means to fine tune 
samples. This is an extremely comprehensive sample editor and has 
it's own 78-page manual. If your samples are extremely large, 
Samplitude can edit them on your hard disk, which eliminates the 
need to load them entirely into RAM. 

Samples are opened in their own window and you can have 
multiple samples opened a( the same time. You can even cut and 
paste between different samples. If you like keyboard shortcuts, 
Samplitude has a ton of them. 

Samplitude has the unique ability lo display up to three 
independent windows of the same sample. This keeps you from 
having to constantly reselect different ranges when doing serious 
editing. 

All of the standard sample editing features you'd expect are 
there, like fades, echo, cut-and-paste, etc.. It works quite nicely with 
Toccata stereo samples and I can see why it is bundled. The Playlist 
is a neat feature that allows you to program different parts of a 
sample to play in a certain order. I have only seen this in Oxxi's 
AudioMaster program, but that only works with native Amiga 8-bit 
samples. In a certain sense, it is like creating a sound tracker 
module. In fact, an eight-channel tracker-like program that 
supports Toccata, called MignonTracker, should be available soon. 



Name Calling 

All sample editors allow you to highlight a range in a sample. 
This allows you to display the range full-screen for detailed editing 
or lets you apply a special effect to only a certain portion of the 
sample. Samplitude includes a handy feature similar to what are 
called bookmarks in word processors. Basically you can assign 
names or keys to multiple ranges in a sample, which allows you to 
quick!)- reselect them. This naming feature is also implemented for 
single (cursor) points in a sample. 

Projects 

In addition to loading and saving samples, you can save and 
load projects. Projects retain all of the editing parameters like range 
names. This can be a real time saver if vou are editing the same 
sample over several sessions. 

You can record directly to the Toccata from Samplitude. The 
manual indicates that there is a control gadget to bring up the 
Toccata mixer window, but 1 couldn't find it. However, it was an 
easy task to launch ToccataControl from the Workbench and then 
specify the Samplitude public screen. Samplitude includes real-time 
analog-looking VU and DB meters. 

Samplitude Pro II 

There is an advanced version of Samplitude called Samplitude 
Pro II available according to the manual. One important feature this 
adds, is the ability to transmit and receive information from certain 
MIDI samplers, including ones from AKAI, Roland, EMU, 
Sequential, and Yamaha. 

Requirements 

At 44.1 kHz, one minute of 16-bit audio requires about 5MB of 
storage space (less with compression). If vou are recording to a 
hard disk, an '020-based Amiga or better is recommended. If you 
want to simultaneously playback more than two tracks of audio, 
you'll need an '030 or better and a fast hard disk. 68000-based 
Amigas can record to RAM and reduce the number of tracks or 
sampling rate. 

The Manuals 

To say the least, both the Toccata and Samplitude manuals are 
sometimes difficult to follow and understand, but not impossible. 
This reflects the sometimes literal English translations from 
German. There are also some updating that needs to be done, 
which isn't the fault of the translators. 

Summary 

Toccata will be incredible when 16/32-chnnnel software 
becomes a reality. As it is, Toccata and Samplitude are still solid 
performers. Medial'oint compatibility is reportedly already done 
and if Scala support becomes a reality, you will really have 
something. A hardware/software add-on for SMPTE timecode 
support exists according to the manual, but Noahji's couldn't 
comment on pricing or U.S. availability vet. If this is affordablv 
priced, it makes the board much more useful. Currently, Toccata 
lacks the power and polish of SunRize's Studiol6 software, but 
Toccata provides a lot more bang for your buck. 



•AC' 



Toccata 

NoahJi's 

3591 Nyland Way 

Lafayette, CO 80026 

(303)499-1975 

Inquiry #240 



14 



Amazing Computing 



Digital Imagery 




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Voice Tel. 508.676.0844 

BBS 508.676.9308 (14400/8N1) 

FAX 508.676.5186 



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Graphics. Sounds, and mouse-driven Objects that are built into your computer are at your fingertips. This gives you 
everything you need to make your ideas come to life. 

CanDo Makes real programs real easy. 

Painlessly creating your interface is just the beginning. The key to making real programs is CanDo's English-like 
scripting language. Even if you're a beginner, you can still use CanDo's tools to write programs for you. While easy 
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Ordinary people all over the world are using CanDo to create real applications such as: databases, utilities, animated 
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Circle 1 14 on Reader Service card. 



Snow Words and 
Nimble Numbers 



In/ Eric Nixon 



Two good, old-fashioned learning 
experiences for Spelling 8c Math. 



With the dearth of educational software available, Amiga 
owners must continue to search farther and farther afield for new 

I ill!-. Snow i'mhl-. and YimNr \i:ml\T- Lerl.in ll\ Bt the bill; the] 

are produced by 1 lokianga Software of New Zealand and marketed 
by t.ascelles Productions, who have previously released such titles 
as Back to Basics, Word Construction Set, and Kim. 

Catch a Falling Letter 

Snow Words is Best described as a combination of Scrabble 
and Tetris. Players collect falling snowflakes, each of which 
contains a randomly generated letter. The letters are used to make a 
word and points are awarded on the basis of the word's length, the 
value of the letters used, and the speed you've chosen. 

There are four different point values assigned to letters, 
reflecting their ease of use. They range from one point for the most 
common letters up to six points for the most obscure. There are also 
golden snow flakes without an enclosed letter. These can represent 
any letter you wish; unfortunately, you must make up your mind 
Ljuicklv, as you are penalized Iroin the time von i hose .1 golden 
snowflake until you type in the letter you wish it to represent. 

While vou are playing, you can choose to listen to some 
pleasant music and a computerized voice reading the words as vou 
enter them. If neither of those options appeals lo \ ou, the game 
allows you to play in silence. There is also a pause mode to allow 
younger players a bit of time to think; unfortunately, the screen 
goes blank, so it is not much of an aid. On the other hand, there is 
also a STOP mode, which freezes the snowflakes mid-fall. This is 
not recommended, however, as vou are heavily penalized on the 
points counter while the game is stopped, in much the same way as 
with the golden snowflakes. 

Players must also rush against a melting snowman, an 
ingenious timer which ticks silently away as the game progresses. 
When the snowman turns to a puddle, the game is over and the 
player is immediately taken to a score sheet containing all the 
spelled words. At this point, a parent or teacher is expected to go 
through each word and mark it with a check mark or the default 
"X". Points are awarded for correct words, but not deducted for 
incorrect ones. 

Helpful Suggestions 

Snow Words is recommended for players five and up, but 
only five year old geniuses should attempt it. The game was totally 



Nimble Numbers helps children learn the basics of 
counting, addition, subtraction, multiplication, and division. 



beyond mv five year old assistant and only usable by my six year 
old tester with great assistance. The penally counter for stopping 
the game or choosing a gold snowflake is unfair for younger 
players; it's a shame it can't be turned off, as little people need time 
to select a letter and should not be penalized while they are 
thinking. It is probably best you tell the younger players not to 
choose the gold snowflake or stop the game, as the penalty counter 
rings up so fast it can prove to be very discouraging. 

On the other hand, seven year olds and up will get a lot of 
enjoyment out of the program. They will like the challenge of racing 
against the clock trying to make new words. If they happen to 
misspell a word or make up a new one that doesn't appear in any 
dictionary, they don't lose any points, so there's no harm. If, 
however, they manage to string some longer words together, they'll 
be pleasantly surprised how big a score they can rack up. 




September 1994 



17 



When the scores are all totalled, they can he printed out with .1 
list of the words created, their points, the players name, and the 
date. This would be especially useful in a classroom setting. 

Snow Words comes on one disk, requires 1 MB RAM, and is 
easily hard drive installable. The installation program is not the 
standard Commodore one, but is very straightforward and does the 
job quicklv and easily. The manufacturer claims compatibility with 
all Wurkbi nches 

Small Problems 

There are a couple of minor concerns with the program. When 
it starts, you are prompted to enter your name and press RETURN. 
Be forewarned that as soon as you do, the game begins, not a 
minute or 30 seconds or even five seconds later, but immediately. 

The speed of the falling snowflakes is adjustable, but just 
barely. Quite oddly, you can choose speeds of anywhere from 1 1 to 
17 and then km IK isn't that noticeable a difference: the\ are all a 
bit too fast for the youngest players, but 1 suppose that's part of the 
challenge. 

Finally, once you've started the program, there is no way of 
quitting, except bv rebooting the computer. You can't even abort a 
game midstream and start again; you must choose whether to play 
until the end or reboot and begin again. 

Overall, I would heartily recommend Snow Words. The 
packaging is not the slickest around; in fact, it comes in a white 
video cassette box with a one page photocopied manual. Gut, the 
price is most reasonable and the product is certainly good quality. 
I'd even venture to say that adults will get as much use out of Snow 
Words as their children. Knowing the popularity of both Tetris and 
Scrabble, most people will find it hard to resist. 

Learning by the Numbers 

Nimble Numbers offers a more traditional approach to 
educational software, it helps children learn the basics of counting, 
addition, subtraction, multiplication, and division. 

Counting is available in groups from 1-5, 1-10, and 1-15. When 
you select from one of these areas, you are presented with groups 
of fish and sea creatures in logical patterns. All young children love 
counting, so this will prove to be a popular activity even with four 
and five year olds. After a number is selected to match the number 
of fishies on the screen, a woman's voice reads the number and 
offers encouragement or a polite, "Try again". The natural digitized 
speech is a refreshing change from the usual computerized voice 
heard on many childrens' programs, 

Unusual Rewards 

Once your little Einsteins get a little farther along, they will 
want to try the mathematical problems, which are available in 
groups of 1-5, 1-10, 1-15, and 1-30. Progression is fast and easy; 
you'll instantly see the improvement in your childrens' numerical 
skills. At the end of each group of ten questions, the computer 
updates your score, gives a brief comment, and shows a happy face. 
When your score reaches more than 50, you'll be rewarded with a 
pseudo-animation that is, well let's just say, different. It's accompa- 
nied by a children's choir singing a delightful school song. 

Nimble Numbers does not appear to have any special 
requirements, but the instructions say it is compatible only up to 
Workbench 2.1. Hard drive installation is done the old fashioned 
way; just drag the icon wherever you'd like to install it and, like 
magic, it's installed. 1 wish all programs were this hard drive 
friendly. 





£6 

WORDS 



□ 



Snow Words offers spelling challenges in a combination 
Scrabble'7Tetris ;V style. 



Back to the Basics 

I honestly cannot think of any complaints about Nimble 
Numbers. The packaging is unexciting and the manual short, much 
like its sister program. Snow Words. When you first start the 
program, don't expect to see spectacular animations or 3D ray- 
traced graphics. This program is simple and to the point. In today's 
world, we often assume everything has to be high tech and glitz} to 
keep our children's attention. Perhaps, we should give them a little 
more credit. My young testers both enjoy Nimble Numbers 
immensely. They like the big bold numbers and the friendly 
woman who tells them when they've gotten an answer right. 

I also think they like the idea they're learning something, not 
just playing a game. Call me a I.uddite if you will, but sometimes 
the old ways are still the best. 

Software like Nimble Numbers does not come along that 
often. It's surely not the most sophisticated product on the market, 
but it does everything it claims to and does it well. A lot of schools 
would benefit from having such a program available. If there is a 
.Mace for all the game-based educational titles and free-form 
experimental programs, there should certainly be a place for a 
solid, fun, educational product, too. As far as for home use, Nimble 
Numbers would make a wise addition to your children's software 
library and fit rather nicely amongst the newer style software that's 
available. 

•AO 



Snow Words and Nimble Numbers 

by Hokianga Software 

Lascelles Productions 

Distributed in North America by 

Chalkboard Software 

2201 Brant St., Suite 542 

Burlington, Ontario, Canada 

L7P3NB 

905-335-9938 

FAX 905-335-4043 

Inquiry #242 



18 



^■1 mazing Computing 



AMIGA OBERON-2 REVIEW 

In/ Michael Griebling 

Oberon-2 is the latest object-oriented language from professor Nicholas Wirth 
who also brought us Pascal and Modula-2. Oberon-2 shares many of the 
features of these precursor languages while simpler and yet supporting the 
latest object-oriented features like inheritance through type extension and 
polymorphism by vising type-bound procedures. This philosophy of simplic- 
ity bucks the industry trend of introducing increasingly complex languages 
like C++ and Ada which are more difficult to master than their forbearers. 



Overview 

The Amiga version of Oberon-2 (Figure 1), by Fridtjof Sieberi, is a 
full implementation of the language with some Amiga-specific 
extensions which simplify programming bv allowing structured 
constants (like 'C') and support an efficient method of generating 
interfaces to external libraries. The compiler is integrated with a 
full-featured editor in the style of TurboPascal' to allow very rapid 
edit/compile/ link/run cycles. The included linker automatically 
removes unused code segments to produce executables which are 
usually smaller than the equivalent 'C program. Also available is a 
run-time, sou rce-lcvel debugger which features breakpoints, 
examination of global and local \ .triable:-., and multiple levels ol 
stepping through the source code. Other tools provide disassembly 
of object code and executables, automatic production of Modula-2 
like interface specifications, creation of Amiga libraries from an 
Oberon-2 module, generation of variable cross-references, and 
setting of the garbage collector preferences. 



The Compiler 

The optimizing compiler is robust and produces code which is 
usually more compact and sometimes the same size as code 
produced by the best 'C compilers. Both small code and small data 
models are supported along with code generation for most 68(1x0 
family processors (except 68040) and including the 68881/68882 
floating point coprocessors. Command line and menu-based 
options give the ability to selectively enable or disable stack, 
overflow, scope, case index, return, nil pointer, odd address, and 
runtime type checking. Other options set local variables to zero, 
enable register parameters and variables, generate debug informa- 
tion, and use the built-in garbage collector. Batch compilations are 
also supported where the names of a set of modules to be compiled 
are included in a file with a '.bat' extension and then supplied as a 
command line argument to the compiler. 

The compiler operates within the context of a project which is 
defined as a directory containing a minimum of three 
subdirectories 'txt', 'obj', and 'sym'. The first of these contains the 



Figure 1: Oberon-2 by 
Fridtjof Siebert is a full 
implementation of Ihe 
language with some 
Amiga-specific extensions 
which simplify 
programming by allowing 
structured constants (like 
'C') and support an 
efficient method of 
generating interfaces to 
external libraries. 



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Figure 2: Oberon-2's user 
interfoce complies with 
Commodore's Interface 
Guidelines and makes the 
process of fixing program 
bugs much simpler. 



source code, the second holds the compiled object code, .ind the List 
stores the compiler symbol files. Any number of projects can be 
used and other projects can be referenced by the compiler through 
an editable text file which lists all available symbol/object 
directories. Thus, when these symbol references from other 
projects are included in the source code, the compiler automatically 
checks all the directories in this file to find objects which are not 
part of the current project. 

A useful feature is a comment-based macro facility which 
allows embedding conditional compilation structures within the 
source code. It is thus possible to use the same source code for 
different targets without having to rely on a pre-processor. In fact, 
the libraries included with this Oheron-2 implementation fre- 
quently use conditional compilation to have the same source 
produce object code which either supports the garbage collector or 
uses stand-alone memory management. 

The Linker 

'OLink' is the first linker available for non-'C languages which 
both accepts standard Amiga object files and will remove unused 
code segments from the final executable image file. It is thus 
possible to link in code compiled from other languages, including 
assembly code, to take advantage of the many algorithms which are 
available in 'C without having to translate them into Oberon-2. 

Like the compiler, the linker will search the current project for 
all object files referenced in the file being linked. Added references 
are also resolved recursively until all symbols have been defined. 

During use, the linker has proved to be trouble-free, efficient, 
and reliable. Other linkers can learn some lessons from 'OLink', 
particularly in how it removes unused code from the final 
executable. 

The Editor 

Although 'OEd' is not my favorite editor, it still is robust and has 
never crashed or hung-up. My main reason for using it is that it 



supports an integrated edit/compile/link paradigm much like 
TurboText supported M2Sprint. I immediately felt comfortable 
with this user interface (Figure 2) since it complies with 
Commodore's Interface Guidelines and makes the process of fixing 
program bugs much simpler. 

In typical use, 1 create a source file, invoke Ihe 'Compile' menu 
item to compile the source and the compiler pops up a window to 
indicate which imported files it is processing. If there are any 
problems, I click on the compiler window to close it and the editor 
immediately moves to the first error in the source. The window 
title bar shows the associated error message. Selecting the 'Next 
Error' menu item successively cycles through Ihe following errors. 
By using the 'Make' menu item, I can both compile the current 
source, link it, and then can execute the resultant program via the 
'Execute' menu item. 

OEd has a complete ARexx interface sporting 86 different 
commands which manipulate the current cursor position in a 
document; delete characters and lines; load, save, and print files; 
find, search, and replace texl; cut, copy, paste text sections; and can 
invoke any of the integrated compiler menu items. 

The editor is extremely configurable and allows the definition 
of practically any key on the keyboard combined with all flavors of 
keyboard qualifiers. The menu items can also be completely 
tailored. OEd supports an undo facility, which is limited only by 
the user-specified size of the undo buffer. 

The Debugger 

A full-screen, source-level debugger called 'ODebug' (Figure 3) is 
available as a separate package. The debugger is extremely useful 
in replacing the standard 'debug messages' must software 
designers place in their source code to help find bugs bv displaying 
relevant internal program states and variables. The debugger lets 
you examine any variable in any module or procedure call. The 
only caveat is that module variables must be exported in order to be 
visible to the debugger. By single-stepping through your source 



20 



Amazing Computing 



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Figure 3: ODebug is a full-screen, source- 
level debugger lets you examine any 
variable in any module or procedure call 
but the module variables must be 
exported in order to be visible to the 
debugger. 

code, most other program errors can be found. 
On more than one occasion, a combination of 
these facilities have saved me countless hours of 
agonizing over 'debug message' outputs when 
attempting to pinpoint a particular software 
problem. 

Setting source-level breakpoints is a menu- 
based, point-and-click operation much simpler 
than in any other debugger I have used. The 
debugger breakpoints have a statement-level 
resolution which makes it easy to set a 
breakpoint on just the 'a := b' statement in the 
following source line: 

IF a > b THEN a := b END; 



Thus the breakpoint is only activated if 'a > b' becomes true. In 
addition, boolean expressions (using Oberon-2 syntax) can be 
explicitly added so that the breakpoint becomes active only if the 
specified expression becomes true. 

Other features allow you to change the type of displayed 
variables, evaluate standard Oberon-2 expressions, modify 
variables, show active or called procedures, and save displayed 
variable values to an external file. 

Other Tools 

The compiler (Oberon) comes complete with a linker (OLink), an 
editor (OEd), an error-reporting tool (OErr), and an interface 
module generator (ModToDcf) which produces a summary of all 
exported objects in the form of a ModuIa-2-like interface. The 
debugger (ODebug) includes a make utility (OMake), a library 
generator (LibLink) which produces Amiga-style libraries and 
devices from Oberon-2 modules, a disassembler (DecObj) which 
can handle object files and executable programs, and a cross 
reference generator (XRef) which produces alphabetical listings of 
the identifiers defined in a module. 

Documentation 

The complete documentation comprises a single four-ring binder 
and includes both English and German documentation. The English 
manual is for a previous version of the compiler; the German 
manual contains the most up-to-date information. Each manual 
contains installation instructions, descriptions of the command line 
and menu items for each tool, discussions on writing efficient code 
and explanations of the compiler's code generation strategies (most 
interesting), module specifications for all the Oberon-2 modules 
(more extensive in the German), and module specifications for 
interfaces to the Amiga's operating system (only in the English 
manual). Another difference between these two manuals is that the 
garbage collector description (introduced in the current compiler 
release) and associated package interface changes are only 
described in the German manual. 

Doth manuals are well-written and describe the essentials in 
an efficient and sometimes sparse manner. The English manual 
contains some translation errors but these are minor. What is more 



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urgently needed is an English translation of the most recent 
German manual. Until the distributors, A+L AG, do so, their North 
American sales may suffer. 

Ordering 

Although both Swiss and German distributors exist for the Oberon- 
2 compiler, there are no North American distributors. I ordered my 
compiler through mail order and fortunately have not needed to 
contact A+L AG for support. When ordering the compiler (270 
SFr.) and debugger (180 SFr.), their English-speaking salesperson 
was friendly and answered all my questions. A sore point with the 
ordering process was that they require documented evidence of 
your order and won't accept major credit cards. Thus, you either 
have to FAX them an order form and transfer funds to their bank 
account or mail in the order form along with an international 
money order in Swiss Francs. 

Summary 

The Amiga Oberon-2 optimizing compiler is a robust tool which 
implements the latest object-oriented technology in a language 
which is easy to learn and produces small, efficient object code. 
The linker is one of the best and its unused code removal results in 
extremely small executables. The supplied editor's integrated 
environment is on par with the best in the industry and has a full 
compliment of ARexx commands. The full-screen, symbolic, 
runtime debugger has more than paid for itself in the time saved in 
hunting down bugs in record time. Although no up-to-date 
English documentation is available, for most applications you'll 
never have to use the manual. If you can live with the German- 
language interface, this is one of the best integrated compiler 
systems available for the Amiga. 



•AC- 



Oberon-2 
A+L AG 

Ddderiz 61 

Ch-2540 Grenchen 

Switzerland 

+41/65/52 03 11 (telephone) 

+41/65/52 03 79 (FAX) 

Inquiry #216 



September 1994 



21 



Take2 



R. Shamms Mortier 
As if you didn't know, the Amiga is a premier tool for artists and animators. 
By far the most unique software written for the Amiga is also written by artists 
and animators, often as a challenge to create the very tools they can't find any- 
where else. Such is the case with the product which we will look at in this 
article. It is an animator's tool written by an animator (Geert Vergauwe of 
Rombo Productions) over a four year process, an animator who had no experi- 
ence with programming before tackling this software. 



What it is, What it does 

Take2 is a special kind of Edit Decision List Processor (EDLP). 
An EDLP is a piece of software that allows you to reconfigure and 
manipulate frames in order to create a desired animation. In 
addition, it acts as an animator's "Pencil Tester", and also has the 
capability to target sound samples to specific frames in animation. 
[1 can also play back the results of its manipulations, but only in 
non-AGA modes can this be done while vou are recording the 
results. So, in a sense, Take2 was created to be a kind of super 
EDLP. 

Take2 and Graphics 

All of the graphics that Take2 addresses have to be created 
outside of the program itself, in a paint program like Brilliance or 
DPaint (no 24-bit art is allowed). I used several animations created 
in DPaint to run some tests with Take2, The best thing about Takc2 
is that you can composite layers (up to four} of art and animations. 
There arc four main tracks that can be filled with selected single or 
multiple frames. The back ground color of each can be addressed as 
transparent, so that elements of succeeding art or animations shine 
through. Each of the layers has to be in the same resolution, as well 
as having the same palette and number of colors. Whatever non-24- 
bit resolutions your system addresses will work. A list of all of the 
frames (by number) is written to one of the selected four columns in 
what Take2 calls an "exposure sheet". 

Once loaded in, the whole business can be played back at 25 
(PAL) or 30 (NTSC) frames a second (or at least as close to this as is 
possible with your system) with the help of a "Flipper" module. 
The playback is in grayscale. When all of the tracks are "merged" 
(combined into one layer) and the result saved, the original 
resolution is addressed for playback in a dedicated Amiga player. 
A special feature called a "Frameboard" allows you to see each 
frame as a small stamp, and to range back and forth through all of 
the frames. This is one of Take2's nicest features. 

Take2 is also meant to work in conjunction with the V1DI- 
Amiga digitizer, as controls for this unit are built in. You can 
digitize frames from any source, however, and after saving them 
load them intoTake2 for animation processing. Frames listed on the 
Exposure Sheet can be thoroughly edited at any time before or after 
merging (cut, copy, paste, add), One useful aspect of the exposure 
sheet is to allow you to multiply any single frame in an animation, 
so that vou can freeze the playback at any desired spot. 

Take2 and Sound 

What would an animation be without sound? Take2 gives you 
the ability to target any 8svx sample vou have to the frame of your 
choosing, so that your character can sneeze and cough as desired, 



exactly coincident with the visuals related to the sound. Samples 
are loaded into the "Sample Panel", and as many as memory allows 
can be selected from the load path. Then a special button can be 
pressed to play a selected sample for preview, and any one of four 
tracks can be selected to store the sample for playback to a specific 
frame position in the animation. Selected samples can be removed 
from both a soundtrack and /or from memory. 

Take2 and Animation 

Take2 allows you to load either animations or non-24-bit ILBM 
single frames into any one of its four layers, and then to design a 
unique animation from the way you manipulate these frames. 
When an animation is loaded in, Take2 breaks it into single frames 
and stores the whole business in memory, so users with small 
amounts of memory need not applv for large animation tasks here. 
Even with 16MB, I ran out of memory on several occasions trying to 
develop large four layer animations. Users that work in Lo-res non- 
overscan (which I have no interest in) should have better luck. After 
culling and pasting eels and layers to your taste, the finished 
animation can be saved out in three ways: as a compressed 
animation that can be played back with any IFF player, as an 
"XSheet" file (saving only the data paths that can be loaded into 
Take2 in another session), or as a "Scene File" (which Take2's 
animation stand-alone player can read and play). The advantage of 
using Take2's player is that sound files will play as indicated, but 
the ACA frames have the flashies. The advantage of saving the 
animation out as a standard ANIM file is that it can be plavcd from 
any standard player (like DPaint), but then you can't have (he 
attached sounds. 

What Take2 is not 

Do not try to use Take2 as an ANIM viewer, especially in AGA 
modes, as the results will be very disappointing. AGA flicker is all 
present, whether in 256 colors or in F1AMK. This means that you 
cannot tape the results of your scripting to a VCR from the 
software. After saving out a Take2 animation, view the results in 
DPaint or another viewing option. This is a very frustrating state, 
since Take2 scenes offer you the capability to view and hear 
animations that have been designed in the software, but watching a 
flashing AGA animation is not very pleasant. The other option, 
trying to save a merged animation, can also present you with "out 
of memory" flags very quickly, especially when the frames are in 
Hi-res and overscan. One way or the other, a better situation has to 
be found. 

With the "Scene Player" module accessed, I attempted to use it 
to play a previously .saved scene. However, all I was able to view 
was a strange 16 color transformation of mv overscan 256 color 



2? 



A mazixg Covin 1 1 SG 



Scene: Unknour 



18089264 bytes free 



E3 




Figure l . Here is a view of the Take2 Exposure Sheet and the four associated menus. 



animation. You must, by the way, remember to develop animations 
and pictures in resolution multiples of 64 for Take2. A horizontal 
resolution of 704 will work fine. I was also able to track down 
another irritating bug in DPaint bv using this rule. DPaint has its 
own law, which is that it will not allow vou to input a c ustoin 
horizontal resolution of 768 (64 higher than 704). 704 wide 
animations will run fine in DPaint, whereas some other sizes cause 
DPaint to crash and burn, just like non-64 wide frames cause 
Tnke2's Scene player to choke. Why is the animation world 
sometimes so complicated? 

What Take2 Needs 

It would be nice if the viewing capacities of Take2 did allow 
you smooth access without AGA and HAM flicker. That way, you 
could tape directly from the program. I would also like to see a 
realtime reversal mechanism, allowing you to reverse ANIMs on 
the spot (of course, looping and ping-ponging would be required as 
well). 1 also think that the identifying graphics thai are associated 
with editing buttons are far too arcane and non-standard. Why not 
use a big "X" for removing frames or eels, as an ex ample, instead 
of a meaningless box? It's better to have text identifiers on buttons 
than graphics that are only used in one program. Take2 has severe 
problems in memorv allocation and management. I ran it on an A- 
4000 with !6MBof RAM and 2MBof Chip RAM. S couldn't merge 
more than an 8 frame animation (256 color overscan). The secret 
that I learned is to make sure you continuously flush out the system 
before going on to merge frames. Remember, Take2 turns all frames 
in an ANIM into single frames and stores Ihem in memorv, eating 
up all available RAM very quickiy. If you work in non-AGA modes. 



Take2 is kinder. But who wants to do professional work in either a 
limited palette or resolution any more? Surely a better and more 
efficient compositing and storage operation for AGA modes can be 
implemented without making excessive calls on RAM. 

On the Positive Side 

Take2 has a lot going for it. The way that it targets sound to 
frames, the ways it allows vou to take different animations and 
composite them in alternate layers, and the general principles that it 
offers the Amiga animator as far as constructing composite 
animations easily from series of separate pieces. I think that given 
the possibility that work on this software will continue, and that 
these suggested revisions might he taken seriously by the developer 
{as well as other suggestions for improvement from other user 
sources), the next major version of the software should be far 
superior to this one. If you are a beginning animator then you 
might find Take2 a worthwhile investment as far as learning 
various editing processes and terminology is concerned. As for me, 
! will be waiting along with manv of the rest of you, and promise to 
take a second look at a Take2 upgrade in the (hopeful) near future. 



•AC* 



Take2 

MSLP; $99.95 

Rombo Productions 

Batrd road, Kirkton Campus Livingston 

West Lolhian EH54 7AZ England 

Inquiry #243 




Figure 2. The special Take2 "Flipper" module has a standard VCR interface, allowing you lo view your animations as you 
redesign them. 



September 1994 



23 



A 2D Animation Project 



by R. Shamms Mortier 



f j ■ I ■ 




Eight figures in a crowd. . . . 



When you operate a computer graphics and animation business, 
the pressure to meet unreasonable deadlines is the same today as it 
has always been in the field of graphics. There never seems to be 
enough time from the initiation of a task to its expected conclusion 
and delivery. It is this anxiety laden pressure that makes you aware 
very quickly about the value of your tools, especially if you are work- 
ing with computers. 



Poor hardware and software shows its true colors very fast 
under the pressures of a deadline. That package vou bought 
because of some advertised hype might he the same one that fails 
the test of reality when the job has to be delivered the next day. 
Unintuitive software, whether poorly documented or suffering an 
interface that only a nuclear engineer can decipher, is filed away 
after a negative experience under the pressure of a job that must be 
done in a short time, never to be seen again. What vou think a 
package can do and how valuable it is under fire narrows your 
realizations concerning the choices and purchases you will make in 
the luture. 



I own hundreds of Amiga programs, and among those are 
even' graphics and animation package ever produced for our 
beloved svstem. Before I had a selection of this software ported to 
my hard disks however, there was a telltale way to discern which 
ones were the most valuable. This was by gauging the "smudge 
factor". The deeper and grittier the thumb smudge on the disk 
label, sometimes wearing away the label itself in spots, the more 
vital the program was in my work. Constant removal to and from 
the drive deposited this badge of value no matter how clean my 
thumb was. Over the vears, the package with the most smudges on 
the floppy has been Electronic Arts' DPaint. Proof of the digital 
pudding. 



24 



A ma ZING Com Pi TING 



What you think a 

package can do and 

how valuable it is 

under fire narrows 

your realizations 

concerning the 

choices and 

purchases you will 

make in the future. 



The Chittenden County Transportation Authority 
The Chittenden County Transportation Authority 

operates the buses in Burlington, Vermont (Burlington is in 
Chittenden County). Their marketing director and publicist 
was asked to do a weekly TV show on transportation issues 
for a regional cable station. The Amiga has a long and 
honored history already with the cable channel as a text and 
graphics workstation, and it was known that I also had a 
long and obsessive reputation as an Amiga graphics and 
animation producer via my Amiga-enhanced studio. Two 
weeks before I was to embark on a musical tour of Russia, 
the marketing director came to me with the need to have a 
finished animation In hand that would be used as an 
opening for the show. She needed finished product on tape 
before 1 left. As with most creative projects that come my 
way, I was openly excited and internallv a bit anxious. 

In the best of cases, the commercial work that a 
videographics artist is asked to do may combine the joy of 
creative freedom with the elation that comes from getting 
paid for the efforts involved. This is not often true, so that 
when it's possible, the artist usually jumps at the chance. 
This was such a case. 

[ always tell my graphics students that "Creative 
Listening" is the first skill that a graphics professional learns 
to sharpen. Listen carefully to every nuance of your client's 
description of a project, and storyboard ideas will appear 
from the void. In our conversations, the title of the show, 
"In Transit", kept coming up as a focus for the visual work. 
In a flash, the outlines of a rough storyboard came to mind. I 
visualized a group of people waiting as if at a bus stop. 

(continued on page 29) 



~7~\ 






^A *" 




P§^'P C - E 









Figure 1 (Page 24). The original "crowd" scene that opens the animalion. 

Figure 2 (Top). In A to F, you can see how six of the individual individuals 

move off the screen. 

Figure 3 (Middle). G and H call attention to the Flying Saucer departure, 

while I to L show the use of DPaint morphs as transilions. 

Figure 4 (Bottom). Here we can see how the "In Transit" title is animated 

and used. 



Septum bf.r 1994 







want quality, but it must be economical. Finally, and most important...you have to find a service 
bureau that recognizes your AMIGA file formats. Your search is over. Give us a call! 

We'll imageset your AMIGA graphic files to RC Laser Paper or Film at 2400 dpi (up to 154 lpi) 
at a extremely competitive cost. Also available at competitive cost are quality Dupont 
ChromaCheck™ color proofs of your color separations/films. We provide a variety of pre-press 
services for the desktop publisher. 

Who are we? We are a division of PiM Publications, the publisher of Amazing Computing for the 
Commodore AMIGA. We have a staff that really knows the AMIGA as well as the rigid 
mechanical requirements of printers/publishers. We're a perfect choice for AMIGA DTP 
imagesetting/pre-press services. 

We support nearly every AMIGA graphic & DTP format as well as most Macintosh™ graphic/DTP formats. 
For specific format information, please call. 



or more information call 1-800-345-3360 

Just ask for the service bureau representative. 



Studio 16 3.0 and the AD516 Board 
from Sunrize Industries 

By R. Shamms Mortier 

Simplicity. ..that's what's important at this stage of the game. Give me something 
that works according to some measure of standards that I'm used to on the computer 
screen. No arcane icons or bewildering instructions, and you've got a solid convert 
and a probable purchaser of your wares. The first tipoff that a program is headed in 
the right direction as far as clarity of operation and even depth of use is interface 
design. Does it look like an easy to understand list of options in its menus? Does its 
design fit into the enhanced 3D WorkBench look of 2.x and above? Can I get some- 
where through common sense without even cracking the manual? These are the 
things I require at this point from software, no matter what the platform or the use. 



Studio 16's Immediate Impressions 

Great interface design and clarity were the first things th.it 1 
noticed when I ran tin- 10 version of Ibis software. It was obvious 
that there were features and options to he studied, vet I was able to 
do quite a lot without reading anything hut the "how to install" 
section of the new manual. I was immediately seduced to explore 
further. Installation of both the hardware and software, bv the way, 
was a snap. The AD516 board pops easily Into an open Amiga slot 
I Xorro il or 111), .ind the software installation process (1 always 
choose the "expert user" option) was a greased realitv as well. Just 
>o you know, I tested this product out on an Amiga 2000 with 
4MB of RAM and a standard 68000 processor. That's the onlv place 
in mv four-Amiga network that I had an open slot, and the Amiga 
that I used is reserved for music and sound production. Later on, 
just to compare things, I tested it on my Amiga 41)00 (16MB of Fast 
RAM and a 68040) as well. 

Playing and Editing Samples from Stored Libraries 

The software is able to grab sound libraries across a local area 
network just tine in order to edit them. I use an InterVVork's 
ENLAN-DFS LAN system with the ASDC ROVERNET boards. I 
tried to load and edit a 16-bit sample from the Toccata Samplitude 
softu are (the sample used as a default with the software), but 
couldn't really tweak it to play correctly. I called Sunrize, and was 
quickly routed to the lech department, where I was walked through 
the needed process. It turns out that instead of "Resampling" the 
sound, 1 needed merely to access the Sound Parameters section 
under "Options", and reset the rate. A word about the Toccata 
default music file by the way. It is a RAW data file, and a small 
clicking sound at (he end of its playback on the AD516 reminds you 
of that. The click is the file header info being read. RAW files have 
to be translated into Studio2.0 format before they can be parameter 
edited. The file header click has to be cut out in order tor the 
sample to be looped correctly without the constant click. 

Rolling your own: Recording Tracks 

Recording data to RAM as a read-write musical interlude is 
OK as long as you have lots of RAM and vour sequence is short. A 
typical ten second sequence can take a couple of megs, however, so 



RAM is good as far as testing some parameters, but not as a 
nonlinear solution for the final piece. For that you'll need a hard 
drive with a lot of memory (I'd recommend a 500MB drive 
dedicated to the use of Studio 16 samples alone, and at least 16 
megs of fast RAM in addition). Make sure it's a good drive, loo, as 
there will be excessive reading and writing, as well as erasing. Your 
drive and controller should be the sturdiest you can get for a Studio 
16 system, and fast, too. 1 think the best situation might he an 
Amiga 3000 or 3000 Tower, because of its fast built-in SCSI 
capabilities. 

The first step in the recording process is to tell Studio 16 where 
the data will be stored, an easy enough task (just make sure there's 
lots of room on the partition or drawer you pick. Next, you would 
turn on the "Monitor" in the Recorder (see Figure 1, bottom left 
section). Then you name the data-to-be in the same requester, and 
hit "Record". Your hard disk begins to whirr away, waiting for 
data, and stops when you tell it to. An on-screen display tells you 
how much space remains on the drive selected for storage. You can 
connect either a mixer enhanced device (microphone or acoustic 
instrument) to the mono or stereo inputs on the back of the ADFl 6, 



Studio 1t il 1991-1994 SunRIZ* tnawttrlt* 3.00 



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Figure 1 . The Studio 16 Recorder is at the bottom left, 
surrounded by a selection of other requesters. 



S t: r i i:\tni: h 1994 



27 



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Figure 2. It's easy to design the Studio 16 screen to your liking. 
Editing samples is made visual with the Studio 16 graphic 
editing interface. 

or you can connect a stand alone device (like a synth with a line 
out). 1 connected a Casio SK-5 sampling keyboard for these tests, 
and the results knocked my boots off — socks included. With a little 
tweaking of the volume and sampling levels, 1 was able to record 
the exact sonority of what the instrument produced. Next, I tried a 
microphone through a mixer as well as a wooden flute — awesome 
playback of every breath! Just think about the possibilities, acoustic 
instruments and vocals mixed with synthesized tracks. 

The last step is that of taking separate tracks and mixing them 
together for a finished playback and recording the results to any 
desired medium. By the way, the AD516 and Studio 16 reads/ 
writes SMPTE time code, so using a deck like mine (the Sanyo GVR 
S950) is made all the easier. Studio 16 track editing is the more 
complicated of the Studio 16 processes, but with a little study of the 
manual, it can be achieved with professional results. 

Anomalies 

While exploring the capability of the AD51 6/ A2000 environ- 
ment with this software/hardware, 1 was able to crash the system a 
good many times. Though it didn't happen the same way twice, it 
could have been a low memory situation (it never crashed on my 
A4000). It happened once when I had added eight separate sound 
file paths to test various samples, and occurred most frequently 
when I was recording to RAM. This may have been too much for 




arlooc ' , Untitle 'r 1 . 



Figure 3. This represents what a typical screen might look like 
during a Studio 16 edit-track session. 



the software to bear, especially considering that 1 was working with 
only about 2.3 megs of RAM as a playfield after the software loaded 
in. It would be good, however, to have a kinder, gentler way of 
allowing the user to know that low memory is approaching. 

Wishes 

The "ReSample" process should have an escape key interrupt. 
The process can take a long time (a few minutes) and some way of 
escaping from it should be implemented just in case you change 
your mind. There should be some way of doing nondestructive 
editing when the samples are eight bit KSVX format. Compared to 
the MacroSystems' Toccata board and the Samplitude software, the 
AD516 needs some more options in this area. 1 would also love to 
see a way of getting a picture in picture graphic display integrated 
into this system (perhaps in conjunction with the VLab or another 
genlock unit), that was retargetable according to the 24-bit cards a 
user might have. This would make insert editing much easier. The 
Studio 16 "Recorder" window needs some sort of advance 
countdown option that ticks off a user selectable amount of time 

(matonnmo) hrfnrr rornri.Hi.nc> hiHTJnn 

Sunrize has obviously put in a lot of time 

and effort upgrading this package on a 

constant and consistent basis, and their 

efforts should be applauded. 



Conclusions 

The user is cautioned that this is an audio nonlinear editing 
package, and as such there are constant read/writes from and to 
the hard drive. Make sure you have a good drive, a good drive 
controller, and as much RAM as possible. Cooperation and 
handshaking with the Blue Ribbon SoundWorks One-Stop-Music- 
Shop on-board synth is superlative, especially through the Bars and 
Pipes Pro software. You can store your B&P tracks to disk for real- 
time playback and editing. There are two new (upgraded) B&P 
accessories included in the package: SunMTE (which converts the 
time code to make B&P and Studio 16 handshake more effectively) 
and SunSet (which allows B&P to open Studio 16 modules on the 
B&P screen). 

Sunrize has obviously put in a lot of time and effort upgrading 
this package on a constant and consistent basis, and their efforts 
should be applauded. The Amiga is a great music platform, a point 
that gets little enough attention. But the Amiga's 8 bit sound engine 
is woefully inadequate in this 16bit sound age, and until the Amiga 
5000 comes out (!) with 16 bit sound capacity, third party 16bit 
hardware/software will have to suffice. Hie fact that the Amiga can 
boast of having the development support of a package as high end 
intended as this should cause those with serious sound applications 
in mind to sit up and take notice. 'AO 



Suggested manufacturer's Retail Prices: 

For the entire ADS 16 and Studio 1 6 3.0 software- $1495.00 

For upgrading the software to Studio 16 3.0 alone- $249.00 

For trading up to an AD516 package from the AD1012 (Studio 

16 3.0 software included)- $995.00 

Sunrize Industries 

2959 Winchester Blvd., 2nd Floor 

Campbell, CA 95008 

(406) 374-4962 

(408) 374-4963 FAX 

Inquiry #241 



28 



Amazing Computing 



(continued from page 25) 

Onc-by-one, each individual left the screen by different modes of 
locomotion. I explained the idea to the marketing director, and 
she agreed to its principle composition. Now it was time to do 
the work, and my immediate realization was that DPaint would 
allow me to do exactly what was on my mind. 

The Project 

Unless you are working with an ACA machine (which at 
that time 1 wasn't), you have got to plan Amiga animations with 
definitive resolutions and the limited quantity of colors in mind. 
Playback speed and recording (unless you're working with a 
single-frame recording system) are effected by both resolution 
and number of colors. 1 visualized this animation design as 
being necessarily limited in colors to achieve the look I wanted, 
so I chose a simple 8-color hi-res overscan as my electronic 
canvas. 

1 wanted the figures to be basic without too much detail, 
somewhat childlike and cartoony but clean. All of the figures 
were created with a one-pixel black outline, and filled with a 
medium gray. 1 designed each separately and saved each out as 
a brush. This allowed me to use each brush as the basis for an 
ANIMbrush later in the piece. I and all other Amiga animators 



she's bouncing morph into a horse, which she then rides off. A 
woman catches a ride on a passing sailboat, while another woman 
uses a pogo stick to exit. A rather large elderly man is abducted 
out of the picture by a passing flving saucer. Allow me to pause 
here for a moment and explain some of the special ways that 
some ol these actions were created. 

DPaint has an excellent 2D morphing mode, so it was fairly 
easy to morph the girl's bouncing ball into a horse. My company, 
Eyeful Tower Communications, markets a series of disks of 
ANIMbrushes based upon the famous Muybridge turn-of-the- 
eentury animation studies, one of which is a horse. I adapted this 
horse for the animal the girl rides off on. The lady that mounts 
and rides the pogo stick was created with a bit of humor. As the 
stick bounces, her head can be seen to leave her body at times as a 
response. The flying saucer was designed in 3D with the help of 
ADSPEC Programming's Aiaddin-4D software. It was created in 
1 [i-Res K color shading, and u hen purled to tin DPaint palette, 
each of the dithered colors was replaced by the colors in the 
palette of the animation, giving it a surreal metallic sheen as it 
wobbles, This multi-colored element was a nice contrast to the 
Otherwise fairly monotone look used in the first two-thirds of the 
piece. 

Now for the last two actors. First, each was morphed into a 
person riding in a car with an angry countenance. The cars were 



I always tell my graphics students that 

"Creative Listening" is the first skill that a 

graphics professional learns to sharpen. Listen 

carefully to every nuance of your client's 

description of a project, and storyboard ideas 

will appear from the void. 



that 1 know will always be in debt to Electronic Arts for 
initiating the concept of ANIMbrushes in the DPaint software. 
ANIMbrushes allow you to design and save massive libraries of 
animated figures, choreographed 2D actors that can be placed 
on the stage at any time. This makes animators joyous, because 
these actors are always "on call" for other animations. The eight 
characters 1 designed for this animation formed a perfect mixed 
group for the project, male and female of all ages and dress 
styles. Mixed racial characteristics were not an issue since facial 
features and skin color were not apparent. 

I actually took the basic figures and designed two 
ANIMbrushes for each. The first ANIMbrush was used to make 
them jostle around a bit while grouped together, and the second 
was used to put them "In Transit", that is, modes of transporta- 
tion for leaving the scene. The modes of transport were very 
different for each of the first six (I'll discuss the last two in a bit). 
A little baby floats off the screen while clinging to a balloon. A 
young boy rides off on a red bike. A young girl has the ball 



then set against each other in a competitive little scenario. From 
there, both cars morphed together into a CCTA bus, complete 
with smiling passengers. The reason for this is that one of the 
themes of the show is to demonstrate that public transportation 
can help to alleviate the stress levels experienced by automobile 
drivers. On the side of the bus is a sign that reads "In Transit", the 
name of the program. The sign spins off of the bus and gets larger, 
while the bus leaves the screen in a three pass path, getting 
smaller as it moves into the distance. Only the title remains at the 
end. Oh, yes, 1 forgot to tell you. The payment for this animation 
bought my Winter wood supply for 1994. Enjoy! See you in 
ROMulan space... 



•AC- 



Please Write to: 
Shamms Mortier 

c/o Amazing Computing 
P.O. Box 2140 

Fail River, MA 02722-2140 



September 1994 



29 



Aladdin-4D: Tutorial #9 



By R. Shamms Mortier 



The "big boys", those computer platforms that are ten times the cost and 
speed of the Amiga, offer their users an array of tools that we seldom associate 
with desktop computing. After all, they have access to the quantities of 
memory and processing speed that few desktop artists and animators can 
dream about. But creativity is a funny thing. It seems to find a way through 
the smallest doorway, and to turn the tables on the expected. 



That is the qualify of the creative programming initiated tor 
the Aladdin-4D software from ADSPFC Programming, and 
especially by the head man himself.. .Greg Gorby. Every time a new 
update of Aladdin-41) hits the shelves, it contains more "impos- 
sible" tools. Such was certainly the case when 3.0 was released. One 
of the newest features of A4D 3.0 is the introduction of a "big boys" 
type of cloning tool, known by the name of "Instancing". 

Instancing is like cloning with an attitude. In cloning an object, 
we expect to see its twin on the screen, so we can move the 
duplicate object anywhere in space and tell it to do something 
entirely different than its parent. When we instance an object, that 
object must first be assigned to a path, because it is in the Path 
requester that the command structure for instancing resides. With 
instancing, we become involved in the cloning of object ghosts, and 
the ghosts are wed to the same path as the parent object, so 
whatever the path tells the initial object to do is also an instruction 
for all of the initial object's instanced ghosts. There is more to it 
Hun tli.it, however, since r.u h n|" I lie ghosts t an be related to the 
initial object by differing incremental spaces and times. In this way, 
an initial object can seem to give birth to its instanced ghosts over 
time, and they can literally grow out of the parent object (and also 
disappear back into it again as well). 



The Instancing Control menu 

Take a careful look at Figure 2, because the tremendous power 
of magic instancing is controlled by these seemingly simple input 
areas. Let's walk through this menu and describe what these 
commands do. The first area you see at the top says "Number". 
This is where you tell the computer how many copies of the object 
it should make. Under that is an area called "Offset Time" with 
Entry and Exit input areas. We'll get to that in a moment. Next, 
we'll pay attention to the XY7. Entry/Exit areas named "Offset". 
These are very important, for they tell the rendering engine how far 
apart and in what relative plane the newly cloned (instanced) 
objects are to be from each other. Setting Entry numbers at zero and 
Exits at some number of distance units (say 20,11(10) will mean that 
all objects will start in the same coincident space as the parent 
object and then emerge out of it over time, in whatever direction 
you have indicated (X,Y,Z). If you're sitting next to vour Amiga 
with Aladdin 4D 3.x running, just play with these options for 
awhile to get the hang of what's happening. Then let's investigate 
the other input areas in this menu. 

Below the XYZ spatial unit areas there are XYZ Entry/Exit 
inputs for "Rotation". You can probably guess that these cause the 
instanced objects to rotate in whatever plane is indicated, and that 



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Figure 1. Here we see a simple linear path and a rectangle 
thai has been assigned to move by following it. Normally, we 
would expect to see the rectangle moving up and down 
along the path, but that's before we apply the magic of 
instancing in Aladdin-4D. 



ai(;.l I 1*4*. I 

Offset X C 

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Figure 2. The Instance Control menu is accessed from the Path 
Control requester, and remains selected after you have 
configured it to your liking. Here we have set the "number" of 
items to 10, the "Offset Time" to 1000, and the Offset X and Z 
to 8000 and 90000 respectively. To see what the resulling 
animation looks like, see Figure 3. (Entry rotation of the box 
around the X plane has been set to 360 degrees). 



30 



Amazisg Computing 





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Figure 3. With the settings indicated in Figure 2, the simple 
rectangle now becomes an animated collection of 
rectangular shapes. 



different Entry values from Exit values will cause the instanced 
objects to rotate in those planes accordingly. Experiment with these 
settings and watch the results, Now let's return to the "Offset 
Time" indicators for Entry and Exit values. The numbers entered 
here divide up the time that action is applied to the number of 
instanced objects involved. A number of "4" as an example will 
cause 4 objects to start their movements 25% different from one 
another. The numbers get a bit more complex as the relationship 
between the Offset Time and Number of instanced objects gets 
larger, but the important thing is getting a feel for what's happen- 
ing through experimentation, and keeping a journal of the results in 
language vou understand. 

CSpline variations 

You will notice that there is a small CSpline (Control Spline) 
indicator at the right side of the "Number" area in the Instancing 
Control menu. Aladdin 4D has CSpline toggles almost everywhere. 



Figure 4. Just by changing the settings in the Instancing menu, 
the same rectangle now takes on a different animated 
personality. (Rotation of 360 around the X and Z, and 
Instancing settings as follows: Offset Time Exit= 10000, Offset Z 
Exit= 150000, Rotate X & Y on Entry=360). 

A CSpline is a line, straight or curved, that allows you to control the 
way actions take place over time. You can make objects speed up or 
slow down by manipulating the CSplines attached to their actions. 
The CSpline in the Instancing Control area is used to alter the time 
that instancing actions take place. You bring up CSplines, and the 
ability to load and save them, by activating this toggle. 

Instancing and Memory 

The results of instancing can only be seen when you preview 
an animation (F9 key). Otherwise, your editing screen will only 
show Paths and singular parent objects. There is a great time and 
storage saving because of this. You can save out a project at very 
little disk sp.u e expensi . becau it the complications :n\ olved n 
instanced objects are saved .is directions, not as polygons. How- 
ever, there is a price. Rendering time is not saved. When rendering, 
the computer has to render each separate instanced object as a 
whole, so that twenty instanced objects are twenty objects to be 




Figure 5. This single 
Napoleonic Warrior was 
sculpted in A!addin-4D. 



September 1994 



31 




Figure 6. Here, merely by instancing the animated figure on a 
planar surface, the single warrior becomes a whole army. 

rendered, complete with whatever textures and surface properties 
are involved. Rendering can take a long time, and unaccelerated 
Amigas should not be used. However, I have discovered a gentler 
kinder way... 

Eureka! 

Aladdin 4D has the capacity to allow you to use animated 
single frames as textures, an application lh.it has many uses. You 
can also texture map animated single frames to a transparent plane, 
so that animations may be placed in different areas of 3D space so 
that other animations can be seen "in back of" and "in front of" 



The magic FOUNTAIN 

"Fountain" is the name of A4D's new particle animation 
system. It is the most extensive and full-featured of any 
particle animation system in use today, except perhaps on the 
very very expensive high-end machines. Particle animation 
allows vou to create animated organic effects like flowing 
water and gases, and because A4D's fountain utilizes texture 
mapping as well (including animated texture maps), the 
effects possible arc limitless and potentially bounded only by 
the creative instincts of each user. 

The FOUNTAIN Requester 

We will cover the methods of creating A4D particle 
animations in a tutorial fashion in the one of the next 
Amazing A4D tutorials. For now, just take a look at the 
extensiveness of the Fountain requester in Figure 7. Look 
intimidating? Don't worry, once you get a grasp on the basic 
features, you'll be able to generate astounding results, and 
the basics are what our A4D tutorial on Fountain objects will 
be all about.. .as well as some interesting experiments that 
will take you deeper into the Fountain realm. Nothing 
resembling the usefulness and depth of A4D's particle 
svstem is found on an}' other platform or in anv other Amiga 
software. With it, and some of your favorite texture maps, 
you can create believable other world organic effects. 



Figure 7. Just take a look at the extensiveness of the Fountain 
requester. 



them. This has great meaning when doing instancing animations 
that involve dozens or even hundreds of objects on screen. To 
render all of these 3D objects by using the instancing method 
alone would require lots and lots of rendering time and lots and 
lots of RAM. My discovery can be explained in two steps. 

First, animate a single object the way you want it to move. 
Save out the animation as single frames (not as an ANIM5). Then 
set up a planar surface in the edit screen. Use instancing to get the 
surfaces to move as you want your 3D objects to move by using 
the Instancing Control menu. Now (and here's the magic!), map 
the animation frames to the plane that you instanced, and set the 
plane to transparent (reference the A4D manual to learn how to 
do this). What's the result? Figure 5 shows a single soldier that 1 
constructed and animated in a marching position (marching in 
place). Figure 6 shows the same soldier as a whole army. 
Rendering time was very fast, because only textured planar 
surfaces were being rendered, not entire 3D objects. Flocks of 
birds, armies of cavalry, and many other groupings could take 
advantage of the same process. 

Limitations of my method 

As long as the planes that are animation texture mapped 
move in a linear fashion, there is no problem. When they turn in 
3D space, however, their "depth" will become abbreviated. 
Unless you want this effect (and you may), the mapped planes 
have to stay parallel to the cameras point of view. If you want 3D 
objects to move on convoluted 3D paths, then full instancing is 
probably the way to go. 

Stay tuned. There are lots more Aladdin-4D tutorials 
coming. ..especially since version 3.2 has just hit the streets. 
F.NJOY! See you in ROMulan space. 

Aladdin-4D is a product of ADSPFC Programming 1405 
North Ellsworth Salem, Ohio 44460 (216) 337-1329 



•AC' 



Please Write to: 

R. Shamms Moriier 

c/o Amazing Computing 

P.O. Box 2140 
Fall River, MA 02722-2140 



:>-i 



Amazing Computing 



Panorama 3.0 

reviewed fey R. Shawms Mortter 



As far as fractal scene generators and animators go, I was of the opinion 
for a long time that the two that have addressed the Amiga for quite a while 
now (Scenery Animator from Natural Graphics and Vista-Pro from Virtual 
Reality Labs, Inc.) were quite enough for anyone needing to produce excel- 
lent scenic output for fun and /or profit. My thought was that each of these 
two excellent packages had addressed most, if not all, of the necessary vari- 
ables that any Amiga artist/animator would ever require. I was hoping, in a 
way, that AmiGadget's Panorama software would be just another clone of 
one of the two other packages, making my job as a writer less complicated, 
and leaving my scenic work as an Amiga artist in previous comfortable 
software environments. I was wrong. 



I should never forget that the Amiga developers are a clever 
collection of individuals, a club with optimum open architecture, 
meaning that there is always room for new approaches. It is this 
very vibrancy and competition that assures all of us that no single 
piece of hardware or software is going to have the absolute "last 
word", no matter how much the PR of any vendor stresses the 
point- It also means that dedicated Amiga programmers are going 



to be continuously challenged to push their wares into realms 
considered impossible in the present, far past the boundaries that 
were considered as "final" edges. All of this happens because some 
individual sees a product and says "I can do that better" or "I can 
do that differently". Each lime this happens, the Amiga product 
consumer benefits. In the case of Panorama 3.0, the Amiga artist 
and animator are treated to a whole bucket of new alternatives in 
the realm of Amiga scenerv generators and animation engines. 



Figure l.Top L&R: The 
Panorama Main Interface 
and the Side View 
pacement. Bottom L&R: The 
Trees Requester and Wave 
parameters selector. 




Sl.PTIi.MRER 1994 



33 




Figure 2. Top L&R: By changing the 
colors and shadows, any scene 
can lake on new properties. 
Bottom L&R: Closeups reveal more 
detail, and Panorama's trees look 
like small zen paintings. 



Figure 3. By taking a Panorama 
view from a 90 degree angle high 
above the scene, you can render 
a view that can later be 
spherically mapped on a 
revolving planet (this painting was 
accomplished with Aladdin-4D 
and OpalVision in addition to 
Panorama), 



Different Strokes 

TIil' other two Amiga fractal sccnerv program*, arc much 
closer to each other as far as interfaces and general operations go 
than they are related to Panorama. The differences begin with 
Panorama's main interface, and the way one accesses parameter 
options in a scene prior to rendering. There is more emphasis upon 
user defined variables and upon graphic manipulation of created 
scene boundaries- Let's look at some "for instances". 

Panorama gives the user something we didn't even think of 
asking for, but once exposed to is identified as an absolute 
need — color wireframe previews. Each of the competitor's 
packages supply us with preview renders, but Panorama's super- 
fast wire frame preview (colored as to scene component, like water, 
cliff, snow, etc.) gives a belter feel for what the actual finished 
render will look like. 



As one who espouses that all Amiga visual designware should 
give over maximum variable control to the user, as opposed to 
keeping l hoices locked up in a few menu options, Panorama i omes 
closer to this wish than its competition. The more user choices the 
better as far as I'm concerned. Panorama offers more than the 
standard ability to change a few colors, for instance, by offering 
many more palette variables (of course, you only see the results of 
this in 24-bit). Another example can be found in the "Trees" 
requester. Here, you can choose from two different trees just as in 
the competition (a deciduous and a conifer), but there are place- 
men! variables that can be set so that all six are of any mix of the 
two types (e.g.., six conifers or three of each...). The color of any of 
these six can be altered to your heart's desire. Want a Fall scene? 
Just make all of the trees Oaks and vary the coloration from yellows 
to reds. Not only that, but you can alter leaf and bark textures, pixel 



34 



A mazing Computing 



density, size, and spacing as well. 

The cliff slope angle (five separate settings) and curvature bias 

can be altered. Cliff edges can be fuzzy, diffuse or sharp. The 
texture of the cliff can also be changed. Contouring and shadow 
dither can be altered as well. The six cliff contour settings have 
separate tree groupings assigned, and the parameters of each group 
can be separately edited. The water in a lake or ocean can have 
realistic waves set as to amplitude, frequency, shape, phase, 
spacing height and more. The water can have any color you desire, 
and there is even a tutorial for creating lava lakes. Sky reflections 
can also be calculated and added. Attention: Wave phase value can 
be animated, making the water move! 

Another unique Panorama option is the addition of ground 
haze to a picture (any elevation and transparency you desire). 
Attention again: Haze density and height can be animated, causing 
clouds of fog and haze to dissipate in the sun. The aesthetic impact 
of mist in a mountain valley cannot be underestimated. 

Intuitive placement of the "camera" is facilitated by a two- 
view system, again unique to Panorama. The normal top view can 
be instantly toggled via a right-mouse click to a side view, and the 
camera moved in real time. I find this much easier than using 
numerical equivalents for camera position/angle settings, though 
these are available as well. 

Renders 

If you need to have Amiga render options like 256 color AGA 
or HAMS, much less, more esoteric options like DCTV, then 
Panorama is probably not for you. In Hi-Res, Panorama puts out a 
16 color view, while Lo-Res ups the palette ante to the normal 32 
(no matter if you run it on a 4000 or a suped-up 1000). These 
screens are pretty awful as far as color and clarity goes, but you 
may save them if you like. Panorama's finished renders are really 
targeted to IFF 24-bil files. 

After a view is finished rendering, you can save it to the IFF 
resolution checked or (providing the 24-bit render option is toggled 
on) you can save it as a full 24-bit file and view it in a 24-bit paint 
program. I looked at the results of my efforts using OpalVision. 1 
would hope that in the future Panorama becomes fully retargetable, 
and addresses all of the Amiga AGA modes as well as a good 
number of the most popular boards directly. 

There is a function that allows you to transform a rendered 
frame into a standard HAM pic (with a nice antialiasing routine 
included), but this is no longer the way most Amiga artist/ 
animators work. As far as the 24-bit renders, it would also help to 
have on-board JPEG saving options. 

What about the renders themselves? How do they compare to 
the competition? The short answer is that they are far more 
variable, so that their actual appearance depends upon your 
familiarity with making the proper changes. What 1 have noticed is 
that the light seems to play much more realistically upon the 
rendered surfaces, especially when those surfaces are made to be 
sharp and the "sun" is positioned at angles that enhances certain 
shadows. Everything is geared to 24-bit display, so you cannot see 
many of the rendering details until you load the picture into a 24- 
bit: viewer (a draw back). 

Shadowing, however, extends convincingly over water areas 
as well as land, and (very important!) since the Sun's elevation 
angle and the "sun contrast" and "shadow contrast" can be varied 
from one keyframe to the next, the shadows in your animation can 
move convincingly over the terrain and water in the landscape! 

Because rendering an animation and saving it means saving 
24-bit frames, you are going to need a pretty fat hard drive to store 



a lengthy animation. That should be redressed, allowing the user to 
save ANIM files in 256 color or HAMS, or better yet, saving ANIMs 
as DCTV components. Otherwise, you'll have to take all the 24-bit 
single frames and translate them using ADPro, ImagcFX, 
ImageMaster, DPaint, or Brilliance. Other options would be to use 
an alternate viewer/organizer. This is not an efficient way to get 
storable ANIM files, unless you own and operate a single-frame 
recorder and the necessary hardware to address it. 

As for extreme close-up renders, panorama needs more work 
on the blocky areas that are treeless and waterless. These areas need 
to be more suited to close-up viewing, Trees, on the other hand, 
look extremely well done, like miniature Japanese watercolors. I am 
sure some sort of fill algorithm could be used to give the blocky 
areas more discernible and variable texture. 

Conclusions 

There is a separate program in Panorama called "GeoKama", 
used to import and glue together DEM files. I wish Panorama (and 
its competitors as well) would stick to a common DEM format, so 
everyone's files would address all the programs (but there's lots of 
money to be made, I guess, in marketing proprietary formats). At 
first glance, it seems that rendering times in Panorama are severely 
longer than in other scene Tenderers, until you remember that 24-bit 
toggled on means that it is drawing to the screen and saving all of 
the 24-bit parameters to memory at the same time. If you are going 
to run the "F-10" demo and are dragging the program to your hard 
disk manually (instead of using the Install program), be sure and 
"Show All" icons first, as the test data and the F-10 data are hidden. 
The present Recursion (detailing) levels of 1-5 should be considered 
for expansion in the next upgrade if possible (either a higher 
recursion parameter or more variance within the present scheme). 
This program is a natural for retargetability in the future. The 
interface can use a visible 24-bit toggle button and a "Draw" button 
as well. The "sun" should be allowed movement interactively as 
well as through menu/numerical choices, and its direction should 
be more open to user control. One last request, how about adding 
the ability to morph between selected keyframes over a period of 
time? 

I tested this program on an Amiga 4000 with 16MB RAM. The 
pictures were rendered in 24-bit, displayed to OpalVision via the 
ENLAN-DFS software and the ASDG Rover-Net board, and 
resaved in JPEG for later use. Like the other packages, the Pan- 
orama people sell their own DEM file disks of various locations, 
priced competitively with their peers. If you like and/or need to 
play with scene generator/animators for any reason, then add this 
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September 1994 



Video Transitions using ARexx 

by Jason R- Hardy 

Writing a script may seem like an imposing task at first, 

but if it is broken down into a few concise sections 

the task becomes much easier. 



Art Department Professional is one of the most powerful tools for 
professional Amiga users. It is not a toy, yet can be enjoyable to use. 
ASDG included a large number of interesting effects, but no easy 
way to use most of them in an animation. FRED is great for simpler 
tasks, such as combining a large number of frames intD an 
animation, however; when it comes to creating brand new 
animations, it can be difficult to achieve the desired results even 
with the included tutorials and scripts. 

The best way to get all the power out of most of the operators 
is to write an ARexx script to control them or use one of the 
programs now available to help automate the writing process for 
you. After all, who would want to perform an operation manually 
on a 500-frame animation? But contrary to what a large number of 
people may think, writing and designing an ARexx script is easier 
than neurosurgery. 

The purpose of this article is not to teach the ARexx basics, but 
rather to help someone who uses ADPro and would never consider 
using ARexx for anything. Writing a script may seem like an 
imposing task at first, but if it is broken down into a few concise 
sections the task becomes much easier. 

To simplify the task, it is useful to divide the writing process 
into three areas: the idea, or what you want the script to accom- 
plish; the theory, or which operators in combination can be used to 
give the desired effect; and the actual writing of the script. 

Getting an idea can be the hardest of the three steps - after all, 
the effect being produced should be both effective and visually 
pleasing. One way to get inspired is to watch a T.V. channel which 
may have a fair number of visual effects, such as a home shopping 
channel or a home viewing movie advertisement channel. 

Once you have an idea, you must decide how to go about 
implementing it. Unfortunately, there are few shortcuts; however, if 
you have even a vague impression of how to accomplish the effect, 
you should go into ADPro and try out a few scenarios to manually 
approximate your theories. This will help you decide what works, 
or at least what doesn't work. Often, it is quite helpful if you draw 
the effect on a piece of paper and then work from the drawing 
instead of from memory. 

Finally, we have come to the implementation of the theory. If 
you have never used ARexx before, I would suggest that you look 
through the scripts which come with ADPro as they can provide a 
wealth of information about how to write your own. 

However, back to the first step for a moment. In order to get 
an idea, one must be aware of the capabilities of the program. 
Therefore, a few examples of effects will be provided to help you 
get some ideas. 

Compositing 

ADPro not only provides operators to manipulate individual 
images, but also gives the user the ability to composite two images 
together. In all of the examples, compositing is the basis for the 



transitions, and thus, we will start with the simplest transition - the 
fade. All that is involved here is changing the "fade factor" in each 
frame. To see how this is accomplished, take a look at Script #1. 

The roll operator may seem like a fairly simple operator with 
little use by itself, but it does have some definite uses, especially in 
transitions between two screens. For example, one transition that 
can be created using only roll would be a "push" style transition, 
where it appears that one image is pushing the other off the screen. 
To accomplish this, use Script #2, which uses the principles from 
the first script with the roll operator. 

Of course, compositing can be used in many other ways. In 
fact, if one does a "two-step" composition, virtually any effect can 
be achieved. A "two-step" composition refers to using an interme- 
diary image, generally consisting of two colors. For our example, 
black and white will be used. Imagine that there is a white circle in 
the middle of a black background. This new picture should be the 
same size as the other two images. 

To start the effect, load the first image. Then load the interme- 
diate image using compositing and allow the transparent color to 
be white. If you were to view the picture now, there should be a 
circle in the middle of the image which contains the center of the 
other image. The rest of the screen should be black. Now save this 
temporary image and load the second image. Finally, load the 
temporary image using compositing with a transparent color of 
black. If you were to view the resulting picture, there should be a 
circle with the center of the first image which is surrounded by the 
second image. This example is essentially the same as example four 
1X1 the tutorial section of the ADPro manual, except that this 
example does not use the alpha channel option, as some older 
versions of ADPro do not have it. It is important that you under- 
stand this example, as it is the basis for the following examples. 

Animated Transitions 

The use of the alpha channel gives an interesting effect, but is not 
terribly useful in its present form for animations. So, we must 
modify it so that it will allow us to change the image sequentially. 
The first step is to create a new intermediary image; however, this 
one must be three times as long along the x axis (i.e., if the original 
images are 320x200, the intermediary one must be 960x200). Now, 
draw a pure white line on the intermediary image (this assumes 
that the intermediary image size is 960x200) from 320,199 to 639,0. 
Now fill in the region below the line with the same white. Then, be 
sure that the region to the right of the white triangle is also white all 
the way to the end of the image. This is done so that we may 
gradually change the picture by moving the intermediarv image 
along the x axis when compositing it onto the first image. 

To create this new animation, increment the x position of the 
intermediate image when it is being composited ovito the first 
image. The parameters for the compositor in AR»;xx are as follows: 
LOAD {filenamel Xoffset Yoffset %composition transRed 



36 



Amazing Computing 



transGreen transBlue. See Script #3 for the complete code. This 
effect could also be done in [-'RED, but would likely require more 
work, and would not be as easy to tweak to get it exactly as you 
want it. This is a major benefit of ARexx scripts. 

Of course, this script can be modified in many ways; for 
example, this transition could be performed vertically. Another 
interesting variation of this theme is using a multicolored interme- 
diary image. To do this, create an image with dimensions of 
740x200. The pixels from 0,0 to 419,199 should be black and the 
pixels from 420,0 to 739,199 should be white. 

This image can be divided into three parts. The first part, from 
0,0 to 319,199 should be entirely black and, when composited, will 
let the viewer see the entire first image. The second part, from 420,0 
to 739,199 should be entirely white, to allow the second image to be 
seen. The third part, the middle, can contain anything you wish. For 
example, it could contain an eagle pulling the second picture 
overtop of the first picture, or anything you desire. If you have a 24- 
bit paint program, the middle can be quite realistic. 

Perhaps you may even want to try using a digitized image. 
The only restriction is that the background of this middle section 
must be black if you wish it to be transparent. Another variant 
would be to use the roil operator in conjunction with compositing 
to give the impression that the first image is being pushed away by 
the second one. This variation is shown in Script #4. 

The scripts provided with this article are relatively simple 
ones. They can be as complex as you desire, with veiry few 
limitations. The provided scripts should help in overcoming the 
initial hurdles in writing scripts if you are doing it manually, or, if 
you have one of the automation programs, by giving you new ideas 
on how to create new effects. 



GMto 



Script #1 



** A simple script that uses 
** compositing to go from 
** one image to another. 



ADDRESS "ADPro" 
OPTIONS RESULTS 

mimframes ■ 30 

fadefactor * 

atartimage ■ "Work sPicl. IFF" 

endimage = "Work s Pic 2. IFF" 

animnane = "Works Test Anim" 

DO loop = 1 to num frames 



** Changs the weight Of the 
"* image to be composited. 



fade£actor= f adef actor +1 00 /numframes 



LFORMAT "IFF" 
LOAD atartimage 



* * Add the second image to 

** the first and remove decimals. 



truncFade = trunc(fadef actor | 

LOAD endimage truncFade 

DITHER 1 
REMDEfl_TYPE HAM 
EXECUTE 

S FORMAT "ANIH" 

SAVE animnaite IMAGE APPEND 



SFQRKAT "ANrM" 

SAVE animname image WRAPUP 



Script #2 



** A sample script using the 
** roll operator to "push" 
•* one image off the screen. 



ADDRESS "ADPro" 
OPTIONS RESULTS 



numframes = 20 



** Generally zero. 



rlghtrollval ■ 



** Generally equal to the 
•» w idth of the images. 



leftrollval » 320 
picwidth ■ 320 

atartimage = "Works Picl. IFF" 
endimage = "Work: Pic2. IFF" 
animname = "WorfciTestAnim" 
temppic = "RAHiTempPic.IPP" 

DO loop * 1 to nimfranies-1 



*• Increment the roll amount 

*■ for the two images and truncate 

*• any decimal value. 



rightrollval = rightrollval+picwidth/immframes 
leftrollval = leftrollval-picwidth/numframeB 



truncRlght n trunc( rightrollval} 
tmncLeft = trunc(lef trollval) 



LFORMAT "IFF" 
LOAD atartimage 



OPERATOR "ROLL" "RIGHT" truncRight NO.WRAP 



** Puts the first image into 

■* a buffer, where it is loaded 

** later using the cosmpositing 

** option to add it to the second 

** image. 



SPORMAT -IFF" 
SAVE temppic RAW 

LOAD endimage 

OPERATOR "ROLL" "LEFT" truncLeft NO_WRAP 

LOAD temppic 100 

DITHER 1 
RENDER.TYPE HAM 
EXECUTE 

SFORHAT "ANIM" 

SAVE animname IMAGE APPEND 



'* ADPro' s ROLL operator will 

•* not allow an image to be rolled 

** by the width of the image, 

** therefore, the final image must 

** be loaded separately. 



LOAD endimage 

DITHER I 

RENDER TYPE HAM 

EXECUTE 



September 1994 



37 



S FORMAT "ANIJT 

SAVE animname IMAGE APPEND 

SAVE a.liasiaae IMAGE WRAPUP 



A scrip! which uses a 
middle atw image as a 
pattern tor a transition. 



ADDRESS "ADPro" 
0PTIQN5 RESULTS 



numf rames*20 



"* Size of the intermediate image 



intermediate* a '<• : 

imageX = 320 /• Picture size •/ 

aizeX c intermediates - iaageX 
whereX = /• how much to roll •/ 

startpic ■ "Work : Picl . IFF" 

endpic ■ w Work:Pic2.IPP w 

intermediate ■ "Work: Background. IFF" 

bufferfile « "RAK:TempFic.IPF- /* Tnmuorary flU •/ 

animname * "WcrkiTestAnis" 

DO loop : 1 to rsuflfraaet 
LFORMAT "IFF" 
LOAD startpic 



Loads and composites the 
"trans it i 0.1" screen, t hen 
saves it for later composition. 
Uses black as the transparent 
color so the first image io 
unchanged where black existed 
in the intermediate, but white 
was laid directly onto the 
original image. 



roundX=trungr(whoreX) /■ Makep an integer 
LOAD intermediate roundX 100 



S FORMAT "IFF" 

SAVE bufferfile RAW 



LOAD endpic 



•• Ccn^osites the image 

** saved earlier. 



LOAD bufferfile 100 255 255 255 



RENDER _T¥P£ HAM 
EXECUTE 



** Changes the offset for 
** the next frame. 



whereX=whereX-sizeX/ (numf rames-1) 



SFORMAT "ANIM" 

SAVE animname IMAGE APPEND 



SFORMAT M AHIH" 

SAVE aninuiaitie IMAGE WRAPUP 



Script #4 



** A script which uses a 24-bit 

•* intermediate image as a 

" pattern for the transition. 



ADDRESS -ADPro- 
OPTIONS RESULTS 

numframes - 40 

width ■ 320 /• Width of the image •/ 

middle > 100 /* Width of the middle block */ 

sizeX > width * middle 

whereX = /* Generally zero ■/ 

start image - "Work:Ficl.IFF" 

endimage - "Work: Pic2 . IFF" 

intermediate * "Work :ColorBaqkgrour.d. IFF" 

temppic ■ "RAK:TempPic.lFF" /* A buffer file 

animname = - Work:TestAnini" 

do loop = its numf ravu 

f* 

" This changes the value retruired for 
** rolling the flrgt image to the left. 
** If it is negative, ADPro does not roll. 
V 

roundX n trunc(whereX| 

rollvar - -roundX - middle 

LFORMAT "IFF" 
LOAD start image 

OPERATOR "ROLL" "LEFT" rollvar HO_WRAP 



** Loads and composites the 

•* intermediate image onto the 

•* original, leaving the original 

•* untouched after the roll, but 

** adds the middle image giving 

** ffioveiDent (i.e., biplane, logo*. 

** Also changes black portion of 

** Bcreen to white for later 

'• composition. 



LOAD intermediate roundX 100 



SFORMAT "IFF" 
SAVE temppic RAW 



LOAD end image 



Changes value needed for moving 
the second image to the left 



rollvar = sizeX t roundX 

OPERATOR "ROLL" "RIGHT" rollvar MO WRAP 



Loads and composites the first 

image onto the second one. 



LOAD temppic 100 255 255 255 

DITHER 1 
RENDER TYPE HAH 
EXECUTE 



Change the offset of 
the next frame. 



whereX-whereX-slzeXV (numErames-1) 



SFORMAT "ANIM" 

SAVE animname IMAGE APPEND 



SFORMAT "AKIH" 

SAVE animname IMAGE WRAPUP 



Please Write to: 
Jason R, Hardy 

c/o Amazing Computing 
P.O. Box 2140 

Faff River, MA 02722-2140 



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by Merrill Callaway 

Using ARexx DO Loops to Solve 
Combinatorial Problems 

This month we are going to l\o a bit of "recreational mathematics" 
with ARexx to solve a brain teaser about numbers. The problem was 
sent to me by Neeva Pedersen, a pen pal of mine who builds houses 
for Habitat for Humanity all over the U.S. She figured that I'd enjoy 
solving this little problem. 



As it turns out, ARexx is idu.il for finding answers to combina- 
torial problems of this sort. Mere is the brain teaser: 

Fill in the nine blanks with the integers from 1 to 9 inclusive, using 
each digit in any position but only ONCE, so that the following 
multiplication expression is true: 



L) X (_ 



_) = (_ 



I. 



To clarify the notation, let the letters A, B, C, D, E, F, G, H, 1 
represent the digits from 1 through 9. We do not know what the 











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assignments are; only that the letters (and therefore the digits 
they represent) are mutually exclusive. Then the problem m,iv 
be re-written as 

A (times) BCDE (equals) FGHI. 

where the letters stand for the mutually exclusive digits 1 
through 9. This is the kind of problem that can use up a lot of 
paper unless vou lind an algebraic or a number theoretic 
solution right away. 

Before we try to write an ARexx program to solve it, let's 
apply as much logic as we can to the problem. We have a one 
digit number times a four digit number equals a four digit 
number. The first fact emerging is that A cannot equal I, 
because 1 times anything is itself, contradicting our constraint 
that the digits be mutually exclusive. Also, A cannot equal 5 
because anv integer times 5 ends in either (not in the set of 
digits allowed) or 5 (not mutually exclusive with 5). If A=9, 
then the smallest number allowed for UCDE is 1234. But 9 X 
1234 is five digits long, so A cannot equal 9. 

Even though we have eliminated a large number of 
possible combinations, we are still a long wav from trying all 
combinations of digits. How should we proceed? 



Since a computer can perform millions of calculations per 
second, il is relatively simple and efficient to program all 
sorts of "brute force" solutions to problems involving 
combinations of numbers, where a paper and pencil 
solution would be difficult or out of the question. 



42 



Amazing Computing 






Program Planning 

As far as computers are concerned with mathematics, there tire 
at least two ways to find solutions: apply a formula or search all 
combinations for the answer. If you know the theory behind 
something, you may calculate the results directly from a formula. 

For example, if you have a time, speed distance problem you 
wish to solve, you simplv plug in the numbers into the formula 
D=rT (Distance equals rate of speed multiplied by time). Formulas 
mav be algebraically solved for one variable or another depending 
on what values we know. Number theoretic and combinatorial 
problems do not always lend themselves to ready-made formulas, 
however. 

Computers have revolutionized the finding of numeric 
solutions to problems too complicated to solve with algebra or 
calculus. Since a computer can perform millions of calculations per 
second, il is relatively simple and efficient to program all sorts of 
"brute force" solutions to problems involving combinations of 
numbers, where a paper and pencil solution would be difficult or 
out of the question. Combinations of numbers are widely used in 
encryption schemes. In fact, there is a branch of mathematics and 
computer science devoted to the prevention of brute force solutions 
to encryption schemes! 



ing this out is 10,1)80 a much more reasonable number but still large 
as far as paper and pencil go. Later, we will show a way to reduce 
this to only 1520 numbers if we constrain the answers to four digits. 

Do Loops to the Rescue 

Any lime vou have to count something with an ARexx program, 
vim should think, "Do loop". Since we are going to count digits, 
we can use the Do Loop Iteration Specifier directly as the digit we 
are combining with other digits. If we want to SAY all the digits 
OK to put into the first position, A, in the puzzle expression, we 
should construct this loop; 

Do A=2 to 8 

if A=5 then iterate A 

say A 
end A 

The output will be 2, 3, 4, 6, 7, 8. Note the way to iterate the loop 
early if A=5. The iterate instruction means to go to the end of the 
loop, increment the counter and continue. If the counter is already 
at the end, an iterate instruction causes the loop to finish. 

Now that we have counted the first position, how do we count 
the second position? We need to nest one loop inside another. In 



As far as computers are concerned with mathematics, 

there are at least two ways to find solutions: apply a 

formula or search all combinations for the answer. 



Our little problem comes under the general heading of 
combinatorial analysis. We start by finding all the ways nine things 
can be grouped nine at a time. 

How Many Possibilities? 

We have nine digits, and we want to know how many ways can we 
select all nine digits without replacement? If we ignore all the 
logical insight we reasoned out above, such as A does not equal 1, 
then the first position, A can he filled in 9 ways. Once we have 
selected a digit to put info position A, we have only 8 digits left, so 
we can fill position 13 in 8 ways. Now the total ways we can fill 
both positions A and B is 9X 8 or 72 ways, because for everv way 
we. fill A, there are 8 ways to fill B. Extrapolating this logic to all 9 
positions, there are 9 X 8 X 7 X 6 X 5 X 4 X 3 X 2 X 1 ways to fill the 
nine places. In mathematical notation this number is written 9! for 
"nine factorial", 9! is a large number, 362,880; certainly too large to 
try writing them all on paper! 

We need an ARexx program to help us look through all these 
possibilities. If we apply our logical eliminations above for the one 
digit number A cannot = 1,5, or 9, then the number of possibilities 
becomes (9-3) X 8! = 241,9211, still a verv big number. How many 
true equations can we make, however? This number is much 
smaller than all the ways of filling in the blanks. Our program will 
take advantage of the constraint that the equation must be true. 
That is, the first five numbers determine the next four if the 
equation is true. 

How many combinations of these live numbers are there 
(taking account of our logical constraints)? The first number may 
be chosen in 6 ways; the next four in 8 X 7 X 6 X 5 ways, Multiply- 



the nested loop specifier, we will not worry about whether Ihe A 
and U counters are mutually exclusive or not, we just want to count 
all unconstrained possibilities. We put in a conditional test to 
iterate the outer loop if the numbers A and B are not mutually 
exclusive. The nested loop might look like: 



Do A=2 to 8 
if A=5 then iterate A 
Do B=l to 9 
if B=A then iterate B 
say A V B 
endB 
end A 



The output would be 54 pairs of numbers such as 2 x 1 , 2 x 3, 2 
x 4, etc. We are on the way to making up the puzzle expression to 
test for validity. Notice our technique assumes we know nothing 
about combinalorials. It simply allows us to use ARexx's extremely 
powerful string handling features to build up an expression to test. 
The constraints are simply conditional tests to force an iteration of 
the appropriate loop if the condition is met. Because of symmetry, 
we mav expect to nest a total of five do loops to combine the 
numbers in the first half of our puzzle expression: A X BCDIi = ????. 

The listing shows that we have to test for one more equality 
each time we nest a do loop. Note that the iterate instructions 
specify which loop to iterate bv naming the iteration specifier or 
counter. The end instructions also have the iteration specifier 
named. It no specifiers are named, the program iterates the loop in 
which the test occurs. 



September 1994 



43 



Explicitly naming the specifiers after an iterate instruction is 
not necessary if the program is to iterate the loop in which the 
iterate instruction occurs, but it helps readability. Naming the 
specifiers is necessary if the program is to iterate a loop at a higher 
level than the loop in which the iterate instruction occurs. For 
example in the listing, the inner Z loop contains conditional 
statements that iterate the next higher level E loop, and the E loop 
has tests that may iterate the outer A loop. The specifiers must be 
explicit here. With nested loops it is always good to put them in to 
aid understanding. 

Testing the Test Number 

So far, the loops have collected a sequence of digits, ABCDE chosen 
uniquely from the digits 1 through 9. In the next to inner loop, E, 
the variable, fnum, is the result of a concatenation of B, C, D, and E. 
ARexx "types" this string as an integer because it is composed of 
four digits. Therefore the test number, tstnum=num=A*fnum is a 
string of digits to be tested for the constraints of the puzzle. The 
first test is to see if it is longer than four digits, in which case the 
loop iterates the outer loop, A. This is a case of needing to specify 
the loop to iterate. 

The program will still work without specifying loop A, but 
will take four times as long. The reason? The program must do a 
lot of unnecessary tests. If A is not specified, then the program 
iterates loop E, which continues to count insignificant digits which 
continue to cause a string longer than four digits to result from the 
test multiplication. Keep in mind that the counters are increasing. 
If B has already reached a point at which a string longer than four 
places occurs, then all subsequent (larger) B's for that given A will 
also cause strings longer than four places. Therefore, it is necessary 
to iterate A and start B over again. This test reduces the set of test 
numbers to only 1520. This number is arrived at empirically. 

As an exercise, put in k=l at the start of the program and 
k=k+ 1 immediately after the test number is calculated. At the end 
next to theTime('E') function, 

say k-1 'test combinations.' 

will display the actual number of combinations tested, 1 520. This 
number is lower than the "theoretical number" 10,080, because the 
test for length iterates loop A early about S5"i. of the time. This 
demonstrates how logical thinking can help to speed up programs 
by eliminating as many unnecessary tests as possible. 

The four digits represented by FGHI are completely deter- 
mined if we multiply the first two numbers, but there are still tests 
to be done, because there are constraints on FGHI, too. The digits 
must not repeat and they must not be equal to any of the former 
digits, A, B, C, D, or E. These digits must be parsed from the result 
string of the test multiplication, tstnum. They are compared one at 
a time to A, B, C, D, and E in a conditional test. If they match, the 
inner loop E iterates because there is no point in going on with this 
test answer. Again a higher level loop is iterated. The case of the 
repeated digits in our test number is a bit more subtle. We initialize 
a boolean array, hadthis.=0 every time we get a test answer, num. 
Once the digits have been parsed off, the test 



element hadthis.digit=l, so if it occurs again during the parse loop, 
Z, it will trigger the forced iteration of the loop E, in the "if 
hadthis.digit then iterate E" test. 

The final instruction in the loop E is the SAY clause that states 
the answers. If the test number gets this far it's a valid answer! 
Note the use of the concatenation operators to reconstruct the 
number strings. The Time() functions are included to reset and 
state the elapsed time it took to find all solutions to our problem. 
Since we have a variable, E, make sure to quote the 'E' in Time('E') 
so that there is no invalid function argument error generated. 
There are enough coding ideas in this program to help you soke ail 
sorts of combinatorial type problems in statistics, probability, and 
number theory. 



IMM 



C tfunLPunle . rnxx */ 



** Copyright 01394 by Merrill Callaway 

** Salves the puzzle A x BCDE = FGHI 

** where A-I represent the digits 1-9 

** each used only once. The equation 

** nruflt be true. 

V 

call timel 'R' ) 

Do A=2 to 8 

if A=5 then iterate A 
Do 3=1 to 9 

if B-A then iterate 5 
Do C*l to 9 

if C-A then iterate C 
If C=3 then iterate C 
Do D«l to 9 

if D«A then iterate D 
if d=b then iterate D 
if D*C then iterate D 
00 E»l to 9 

if e=a then iterate E 
if E=B then iterate E 
if E-C then iterate E 
if E=D then iterate E 



fnumsBl |Cl |D|]E 
numaA'fnun 

if length (ass)>4 then iterate A 

tstnusLcnmn 

hadeMs.-O 
do Z=l to 4 

parse var tstnum digit +1 tstnum 

if diglt-0 then iterate E 

if diglt»A ] digits I digits I, 
digit-D | digits then iterate E 

if hadthls. digit then iterate E 

hadthis.digitoi 
end Z 

say nun ' = ' A 'x' B I I C I I D 1 1 E 'OK! 



end E 
end D 
end C 
end B 
end A 

say timet J E') 
exit 



•AC* 



if hadthis.digit then iterate E 

tests for the digit in the array. If it is found there, (that is, 
hadthis.digit=l) then the next higher loop, E is finished, because 
repeating digits are not allowed. If the test is not true, the digit has 
not occurred before. The very next instruction sets the array 



Please Write to: 
Merrill Callaway 

c/o Amazing Computing 
P.O. Box 2140 

Fall River, MA 02722-2140 



44 



Amazing Computing 



Amazing Computing 



*' VoUJ, So B, August 1W3 

i lighlights Include: 

"Amiga Vision Professional", review Commodores upgraded 

authoring system, bv Douglas). Nakakihara 

"Arl Department Professional 2.3," review of the latest release of 

AdPro from ASDG. by Merrill Call.m.is 

"Professional Page 4.0," the l.llcst incarnation of Pro Page, by Rick 

MstHsa 

'Tseudo Radios! ty Effects," why ray tracing is not an accurate 

model of true light behavior, by Mark Hoffman 

'T-Kexx Professional", a review of the lltafit refaWMW of T-Rexx from 

ASDG. by Merrill Callaway 

ALSCh AC Phone Book: A directory of Amiga Developer*! 

*' Vol.ti, Ha «. September [993 

Highlights Include: 

"Adventures with Aladdin"JVirt 111 ol this tutorial series on Aladdin 

4 IX by R. Shamms Mortier 

"Can Da, "First installment of this series for CanDo programmers, by 

Randy Finch 

"Caligari 24," Review of version 30 of this 24-bit software, by R. 

Shamms Mortier 

"Coming Attractions," A look into the future attractions in Amiga 

names, by Henning Vahienkanp 

ALSO: WOC A— Australia & Summer CES! 

w Vol*, No 10, October 1W3 

Highlights include: 

"Staking Waves", FoCii* on the w a» v requester in Part IV of the 

Aladdin series. R. Shamms Mortier 

"Clouds in Motion," Animated clouds in Scenery Animator, by R- 

Shamms Mortier 

"Media Madness," Discover what it tan do for BarsicPipes, by Kick 

Manasa 

"ttjrs&l'ipes Professional 2.0," review by Rick Manasa 
"Bernoulli MuIliDisk t50", A review of this great Iomega drive. 
ALSO; Commodore's new CD32I 

*' Vol.S, \o 11. November 19**3 

Highlights Include: 

"CanDo", This installment coven developing a custom object by 

combining several standard CanDo objects, by Hands Finch. 

"Brilliance," A complete review of this hot new paint and animation 

program from Digital Creations, by l : rank McMahon. 

"Online," 1 "he introduction of thi> new telecommunication* column 

for the Amiga, by Rob Hays. 

"Get Graphic: Digital Image FIX," The introduction of AC's new 

graphics column, by William Frawley. 

"Picasso II", A review of one of the best new graphics cards available, 

by Mark Ricken. 

ALSO: WOCA Pasadena: Commodore introduces CD-321 Plus, the 

incredible LighlRave, .i Video Toaster emulator! 

*" Vol.9, No 1, January 1^4 
Highlights Include: 

"Designing Holiday Cards", Using your favorite DTP programs to 
create hclidav cards, bv Dan Weiss. 

"Accent on Multimedia," First in a series exploring the history and 
concepts behind multimedia, bv R. Shamms Mortier. 
"Primera PrintcT," Review- of this low end, inexpensive color printer. 
In Mk'nill Callaway. 

"Commodore 1 942 Munitor," In-depth study of this comprehensive 
Amiga paint package, bv R, Shamms Mortier. 
\l SO Commodore Shareholders Movement 

* Vol.9, No 2, February 1994 

Highlights Include: 

"Amiga on Internet", Exploration of Internet and its sen-ices, by 

Henning Vahlenkamp. 

"F.GS 25/24 Speclram," A review of this hot graphics card from CAT, 

by Mark Hoffman 

"Magic Lantern" A new animation compiling program for all Amiga 

display modes, by R_ Shamms Mortier, 

"Gel Graphic Digital Image F/X," Using ARexx, Opal Paint, ADPro, 

and DeluxePaint to process imagt-s, bv v\il|iam Frawley- 

ALSO: Exclusive interview with Lew Eggebrecht! 

*" Vol.9, No 3. March 1*94 

Highlights Include: 

"Amiga Stars at Medical Convention", Medical multimedia on the 

Amiga, by Michael Tobin, M.D.. 

"CanDo vs. HELM," Head-lo-head review h ol two leading Amiga 

authoring systems, bv Randy Finch. 

"PD Update," This month, a description of AfrrfPtJicft 2.9 and other 



shareware and freeware utilities, by 1 terming Vahlenkamp. 
"Scala MM300," A review of the program belies ed lobe "hot stuff" 
!or anyone doing interactive media work, by R. Shamms Mortier. 
ALSO: And furthermore: The Amiga takes the stage in the 
Broadway production of The Who's Tommy! 

V Vol.9, No 4, April 1944 

Highlights Include: 

"Computer Cafe Serve* Up Shasta", The design team at Computer 

Cafe creates incredible "ca n-a*m.vtion" for a beverage commercial, bv 

Robert Van Buren. 

"Aladdin 4D Review," Comprehensive look at the latest version of 

Aladdin, bv R. Shamms Mortier 

"ACA Chipset and the Amiga: CD 32 to the Rescue!" What does the 

future hold for CD32 and Amiga games? Jeff James has (he inside 

scoop, bv Jeff |ames. 

"Sync Tips," Video RtUCIU t'> the ptgtSOJ AC. featuring Oran Sands 

ALSO: Exclusive interview with Tenowned Amiga artist Jim Sachs. 

tf Vol.9, No 5. May 1994 

Highlights Include: 

"Desktop Publishing for Profit", Resume design: A simple and 

profitable way to break into the desktop publishing field, by Dan 

Weiss 

"24-bit Painting Techniques," Innovative tips and tricks anyone can 

use to make their computer paintings look better, by Mark Hoffman. 

"PD Update," This month MfgaBaD 3 0, Motor/fa /iinafrrs. Htm World, 

and more, bv 1 tenning Vahlenkamp. 

"MicroBotics MBX-120W." A review of this handy math coprocessor 

and 32 bit RAM add-on card for the Amiga 1200. by Kob Hays. 

AI SO: The long-awaited Amiga 4000 Tower Is showcased at the 

Cebit show in Germany, 

* VoL9, No A June I'M 
Highlights Include: 

't .irtDo," SI.-h.! i-iil.T. .in I p|. is ,iiii-.i. Me-., In K.iikh I inch 
"NAB show report," AC Iras els to Las Vegas for the latest releases 
and announcements 

"Making an Article Database," Create a simpledatjba.se to keep 
track of maga/ine articles using the 1 IELM authoring system, by Doug 
Nak.ikili.iT.i 

"A Survival Guide to CD-ROM I 'art I," The first in a four part series 
designed to take the o>iiliM>sii .ml ol CD-ROM devices, by Mark 
Kick.in 

"Bubbles vs Heal," largo s Primem Color Printer & Canons BJC-oOft 
by Dwinn Craig. 

"199; Reader's Choice Awards Ballot", 
"TypeSmith 2.15," Res k-sv, In Merrill Callaway. 
"The A 64 Package 3.0," litis new release brings quality C64 
emulation to the Amiga, bv 1 [enuring Vahlenkamp, 
"Ml Piques! 4,5 & TBOJquttlV Ravtow,bJ Shamms Mortier. 

*' Vol.9, No.7, (ulv 1994 

"Accent on MultiMedLi Part IV," I his installment tn\ oshgak.-s the 
hardware end of the Amiga's involvement in MultiMedta by R. 
Shamms Mortier. 

"1994 Reader's Choice Awards Ballot," Amazing Computing's 3rd 
annual Reader's Choice Awards Cast a vote for sour fasTiritc product, 
"Brilliance 10,*A review of the latest update to Digital Creations' 
IkilliaiHe/Troe-Brilli.niceby R. Shamms Mortier. 
"Cocoon Morph," DevWare's t .noon morphing program features 
motion morphing and more by K. Shamms Mortier, 
"I'inJlWriler 2-0," New menu items including Undo/Redo, 
Font /Style Strip and taster graphics are covered in Ihis upgrade 
review by Merrill Callaway. 

"Digital Image Special F/X," Displaced Textures and other new 
operators found in ADPro 2.S are explored in Part V in this series by 
William Frawley- 

"New Products it Other Neat Stuff," Mr AMOS Club Programmer- 
Pack, The Dat.il her SCH -.tun-ma 4D, lVsktopMACilC2.0, DICB.n. 
Alpha Paint. Sequel s 12. turs l.i the 1 tirrn-s, Super Methane Bros.. 
Brutal Football. Fire it Ice round out the items found in this issue 's 
New Products. 

"Bug Bytes," Amiga modem connection problems: Ramworks and 
Workbench 2,0 revisited; Workbench 2_ 1 Gurus & more; GVP's I/O 
Extender fix are among the topics discussed in this month's Bug Bytes 
byJohnSteincT. 

"Inside ARexx," Create a LJUrssary iunctiuTi for Final/Writer using 
ARexx by Merrill Callaway, 

"Sync Tips," Video color correction with your Amiga by Oran Sands. 
"Diversion," Tliis month: Hired Guns from Psygnosis Ltd., Fighter 
Duel Pro 2 from Jaeger Software, and A-Train Construction Set from 
Ma\:s Software. 



BACK ISSUE 

SPECIALS! 

SEE PAGE 72 

FOR DETAILS 



1-800-345-3360 



DIGITAL IMAGE SPECIAL FX PART XI: 

Fun With Text 

Create exciting styles of text with Professional Draw, 
Pagestream, OpalPaint, ADPro, and ImageFX 

by William Frawlcy 

In times past, the spoken word was the primary means of communication for us 
humans. Whole family histories, mythologies, and even esoteric mystic rituals were 
passed from generation to generation using only the utterances of the vocal chords. 
Indeed, our ocean cousins the cetaceans rely exclusively on sonic communication for 
transference of knowledge from ancestor to progeny. Nowadays however, every 
aspect of our species is chronicled in writing on enough paper and other media to 
fill an entire volume of something the size of a small state. Alas, welcome to corpo- 
rate society in the 20th Century. 



So what does this nil mean anyway? Weil, one can notice, 
upon reflection, the shift in the tmdition.il role of type from that of 
informing or communicating ideas to an emphasis in modern 
society on product advertising and image. Here, text is to the visual 
mass media as sound bites are to the radio industry. For some of 
you, this is how you earn vour livelihood, but, for the rest of vou, 
the interest in informal typography may simply be another way to 
explore your existing Amiga software. If that's the case, let's have 
some fun with text! 

Neon Type In Professional Draw 

For this tutorial, Professional Draw version 3.0 is being used. 
Begin by deciding what it is vou'd like to create. Is it text or some 
other object? Whichever is the case, you'll be drawing or tracing 
using one of the drawing tools located to the right side on the tool 
bar. The goal here is to create an object using only the outline or 
line weight as the substance, as Fill Mode will not come into play 
here. Therefore, you cannot use a text nor an ellipse object directly. 
For instance, if you plan on using vour favorite font, you'll need to 
manually trace its innards with singular strokes using the Curve 
Tool, since using the function Text -> Graphic would produce a 
filled double-outline which will not work for this procedure. Also, 
any ellipses used as an element must he converted to a graphic 
object with the Ellipse -> Bezier function so we may access the 
object's Line parameters. For this exercise, I'll describe the process 
to you from a generic standpoint, but feel free to follow my 
example as shown in Figures 1 A-D. 

First, trace or draw out the basic shape using one of the 
supplied drawing tools — the Curve, Rectangle, Ellipse or 
Freehand tool. The procedure must be one continuous stroke or a 
singular shape in order to yield exactly one object. As seen in 
Figure 1A, I traced a text object using the Freehand tool in order to 
simulate the effect of one of those ubiquitous neon beer signs 
hanging in vour local tavern's window, Remember, if you've used 
the Ellipse tool, you must then use the menu item Ellipse -> Bezicr 
so it becomes alterable. 



Next, make sure that under the Attributes menu item Fill, 
None is selected for this object. Now choose a Line Weight of 2 
points and a Line Join of Round to mimic the glass ends of a neon 
sign. Select a Line Color with very little saturation and a high value 
component, say a light red. You may have to enter the Palette in 
order to create your own if there are none currently available to 
your satisfaction. Now for the final phase. 

Clone this object by pressing the Tab key, Move the new object 
off to the side so it is out of the way of the original object. With this 
new object still selected, change the Line Color to a darker value 
and fully saturated version of the same hue. Also, change the Line 
Weight to a Custom value of .25 inches. Drag this object directly 
underneath theorigin.il object so they are both centered with one 
another and use the Send To Back command on the new object to 
place it behind the skinny guy. 

Lsing the Marquee tool, drag select around both objects so 
they are both active and then select the menu item Blend (Figure 
1C). In the Blend Options requester, set the Number of Steps to 
between 5 and 10 and leave the transformation type lo the default 
Linear. Okay the requester and you should be looking at your new 
neon object (Figure ID), You may now want to again use the 
Marquee tool to select all the layered objects in order to group them 
for ease of handling later on. 

This Blend function works great for creating color blends and 
also gives the ability to niorph one object into another via a shape 
blend. A handy little function. However, if you don't have any of 
the available structured drawing programs for the Amiga, you can 
still accomplish identical results with Pagestream with just a little 
more effort. 

Chrome Type In Pagestream 

Despite the name, a chrome style in essence is the exact same 
result as the neon style except for the color scheme. With a few 
minor alterations in procedure to allow for functional differences 
between ProDraw and Pagestream, we can crank out some chrome 
that will make even Detroit jealous. Okay, a slight exaggeration on 
my part. Let's give it a try anyhow. 



46 



Amazisg Computing 



FunWithTexM (Right) 

Creating a neon style of type. After tracing out the text with the Freehand 
drawing tool, change the color and line type (A). Change the Line Join to 
Round, clone this, alter the new object's color to a more saturated version and 
finally increase the Line Weight to .2 inches (B). Place underneath the original, 
select both and then linearly Blend the two in 5 steps (C) resulting in lovely 
neon objects (D). 

In Pagestream, trace or draw your object using one of the supplied drawing 
tools. Unlike using ProDraw, the final object does not have to be composed of 
one continuous line. You may use as many broken lines, circles and rectangles as 
necessary because our approach this time will, out of necessity for this version 
2.22 of Pagestream, not make any use of a Blend tvpe function. Again, it text is 
your goal, you cannot simply use the Text tool and alter the line parameters 
because there are none for the text itself, only for the text's bounding box. You 
must, as I did in Figure 2A, use one of the drawing tools, in this case the Polygon 
tool, to manually trace out the basic shape of the text. 

Once you have your lines drawn, drag out a bounding box around all die 
elements and Group them together. You may also delete the text if you were 
using it as a tracing template as it is no longer needed. Now select the Object- 
Line Style menu item and in the requester choose Rounded Edges for both 
beginning and ending sides, a Width of IS points, and Black for the color (Figure 
2A). Okav the requester. 

Next, select the Object-Duplicate menu item to access the Duplicate Objects 
requester. Enter 4 in Copies and change both the Vertical and Horizontal Offsets 
to 0. This will make four copies of this object, all placed exactly on top of each 
other. Now select the topmost copy and change its Line Width to 10 and its Line 
Color to a Grey 10% (very light grey). If you haven't already, you'll need to 
arrange a spread of greys from black to white using the Edit Color Palette for this 
effect. Use the Send To Back command to access the next available object in the 
stack and continue to increment the Line Width bv two and darken the grey Line 
Color until you reach the original object, whose settings remain as they are. Then 
send this object to the back. Is it chrome or is it Memorex (Figure 215)? 

Photo Type Using Pagestream And ADPro 

Exactly what is Photo Type? Briefly, instead of a solid or gradient color font, 
the type uses an image to fill the interior. Both this text and related image filling 
the text more effectively communicates to the reader the theme of a page or 
graphic project. It is a fairly straightforward procedure to accomplish. The basic 
idea is to take some text and composite it with a background image while 
"matting" out the color of the text so that only the image appears in the area 
once occupied by the text. To accomplish this, we'll use Pagestream to create the 
text and ADPro lor the compositing engine. Of course, anv image processing 







..... i.. . 


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O 1 ! M 


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0> M 


... 


OOrMw [ 




™ 







CHRniTlE 



a ■■ 



i -i i ,< j i . 



ciHionn 



LZ 




Imported 
ProDraw Clip 



FunWithText_2 

Using the same principle as neon type tor chrome, except slightly different procedures in Pagestream. First, the object, in this 
case text, is outlined with the Polygon tool and the Line Style parameters are changed (A). After grouping the individual 
elements, the object is Duplicated several times but with no offset, so all elements lie exactly on top of each other (B). Using 
the Send To Back command, the Line Styles of each successive element are then adjusted to 'blend' in color and width with its 
neighbor for a convincing chrome effect. A comparison showing the difference between the native Pagestream chrome and 
an imported ProDraw clip. Note the ragged artifacting to the edges of the clip (C). _^ 



September 1994 



47 




FunWithText_3 

Steps to create Photo Headline Type. Arrange the text in 
Pagestream and then save as an IFF tile at the desired 
resolution (A). Load an appropriate background image into 
ADPro (B), Composite the text image over the background 
image with the text color transparent (C). Import the new 
Photo Text back into Pagestream as an IFF image, now 
replacing the original text previously on the page (D). The 
composed page is now ready to be taken to the printer (E). 



program such as ImageFX, OpalPaint and ImageMaster will work, 
but ADPro is slightly faster. 

We will be using Pagestream to create the text because if you 
are producing nn 8 1 /2 x 11 magazine ad, tor example, and your 
text runs the full width of the page, you'll need an image to fill that 
text approximately 2401) pixels wide. And with Pagestream's IFF 
output option, we can then have access to the entire Postscript 
library of fonts and be able to maintain print resolution, as long as 
we have an image that large. However, for this example we'll stick 
to using a screen-size image. Please refer to this same column in the 
March "94 issue of Amazing Computing for further explanation of 
"Pagestream Super-Bitmaps." 

To begin, set your page dimensions to about 7"x5", pick a font 
and large point size and then type your text. Select the Global menu 
item Configure Printer and in the Print Document requester load 
the 1FFILBM, Printer driver that came with Pagestream (Figure 3A). 
Now Print this document with a resolution of 100, 100 dpi to an IFF 
file given an appropriate name. Check this file with an image 
viewer, note its size and then quit Pagestream. 

Next, run ADPro and load in an appropriate background 
image that is at least as large as the text image you just created with 
Pagestream (Figure 315). Now Composite the text image onto the 
background image making sure that you choose black (0,0,0) as the 
transparent color (Figure 3C). Crop this resulting image as close to 
the photo text as possible and then save it as a 24-bit IFF for 
importing back into your page layout software (Figure 3D). When 
the project is fully composed, you'll see how much the Photo Type 
adds to the overall completeness of the idea (Figure 3E). 

OpalPainting And ImageFX Graffiti 

Next, we'll take a look at choosing the proper parameters to 
set in order to get a convincing spray paint look for text painted 
over a background image. Both ImageFX and OpalPaint contain 
similarly excellent tools for achieving this effect. The key to realism 
in both of these programs lies in the use of the Alpha channel to 
"texture" the application of the paint in the main channel. 

By copying the exact same background image to the Alpha 
channel, the bright/dark values will act as an 8-bit frisket or mask 
to control what areas receive more or less "paint." in other words, 
the darker areas in the Alpha channel will block most of the color 
from being applied, whereas the lighter areas will allow virtually 
all the color "through the holes." So with the identical image in the 
Alpha buffer, those areas that are dark in the original image, say the 
crevices of a brick, will remain dark even when while "paint" is 
liberally applied. 

Trv this. Load an image into either ImageFX or OpalPaint; a 
texture map of bricks do nicelv. In ImageFX, from the Toolbox 
select Alpha and then Copy To Alpha to place an 8-bit copy of the 
image into the Alpha channel. Now double-click the Airbrush Tool 
and set the Airbrush Options as follows: 

MODE: 

Matte FJLEND: 

50% ALPHA: 

Use As Frisket RADIUS: 

15 NOZZLE: 

50 ROUGH: 

25 SPRAY MODE: 

Spray 
Pick a color and start painting. Draw as fast as you would with a 
real spray can (medium speed), depending on how thick you want 
the paint to be applied. 

In OpalPaint, once the image is loaded, enter the Alpha Work 
Mode by double-clicking on 'AL' to enter the Alpha Paint Options 



IS 



Ama/.isg Computixg 






_ 



_ _ 



FunWithText_4 

With the proper brush settings and the use of 
the Alpha channel as a frisket, a very realistic 
spraypaint effect can be achieved in both 
ImageFX and OpalPaint. 



*i» 




PI 1 



L 







panel for the Alpha channel. Once there, select Grey Scale for the 
Fdil Mode and Paste Image under (he Alpha Functions section. As 
before, this copies the image in the main channel to the Alpha 
channel in grey scale, 

Now reenter the Lidit Image 'IT Work Mode and double-click 
on the largest Circular Brush tool to edit the nozzle parameters. 
Select the Artist Tool Airbrush with a Tool Weight of around 50 
and Re-Size the nozzle to about I cm. Fxit this requester. 

Lastly, access the Transparency Control requester under Trans 
and change the transparency mode to Alpha with a Strength of 
100%, This will allow the Alpha channel to act as a transparency 
mask for your painting operations. That's it. Now start spray- 
painting, but try to keep it clean (Figure 4)! 



Rough-Edge Type In Professional Draw 

Well, this brings us lull circle back to ProDraw for a quick 
look at how to rough Lip the edges of your headline type. Hev, 
where ya going? This is easy! but before we do begin, have you 
tried converting some of your Postscript fonts into Compugraphic 
format for use in ProDraw? Believe it or not, the included 
FontManager actually works for most of the Postscript fonts that I 
have encountered. Just pick and click, then run the CGUpdate 
utility so ProDraw recognizes these new 
fonts and you have expanded your 
arsenal of available typefaces to manipu- 
late. So run ProDraw and let's get started. 

After typing some text, use the Text - 
> Graphic function to allow us to edit the 
Line parameters (Figure 5A), Make sure 
the Line and Fill Color are the same, 
preferably one of the primary colors so 
you get a better idea of how this works. 
Next, set the Line Weight to 2 points. 



Finally, here's the critical step — please pay 
attention! Change the Line Pattern to the small 
dashes as shown in Figure 513. Fh-hmm, told you 
this was simple. II you plan on doing something 
with this veritable masterpiece, Define the clip 
and then save it. You may need to use it in a 
Pagestream or Prol'age project. Read on. 

You also have the option of importing these 
ProDraw clips into Pagestream to use in your 
layouts (Figure 5C). As I said before, because 
there is no way to turn a text object into a graphic made up of 
bezier curves in Pagestream, importing a ProDraw clip made up 
entirely of bezier curves allows you to properly edit the Line and 
Fill Styles of the new text object lor more flexibility (Figure 3D). 

Epilogue 

I apologize to those readers who were looking for another 
ARexx script this month, but this time was unfortunately spent on 
close examination of Commodore's dire situation. I lopefully by the 
time vim read this, something substantial will have happened. But 
for now the latest rumor is that a majority of Amiga's engineers 
took up employment with Scala. Flmm, boy do 1 hate rumors. Until 
next month, have fun with the coolest machine ever made... 



Please Write to: 
William Frawley 

c/o Amazing Computing 
P.O. Box 2140 

Fail River, MA 02722-2140 



•AO 



FunWifhText_5 

To add a rough edge to your text or 
other objects in ProDraw, convert the 
text to an editable object and 
increase the Line Weight (A). Now 
simply change the Line Pattern to one 
of the dashed lines (B). This ProDraw 
clip can then be imported into 
Pagestream for further adjustments if 
necessary (C) & (D). 




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Sf.PTI-MM.R J 994 49 




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directory 



by 

Keith Cameron 



NewShell Revisited 



Several columns ago, I wrote about how to customize the Shell window. I 
explained some difficulties I had and how I had gotten around those difficul- 
ties. Since then, several readers have written in to share some of their tricks in 
customizing the Shell window. I would like to share these at this time. 



Randy Tetuie of Virginia wrote in with one suggestion for 
resizing the Shell window at startup. If you recall, I wanted the 
Shell window to fill the screen when 1 opened it, rather than 
opening to a window a third the size of the screen. Here is how 
Randy handled the problem. 

First, make a copy of the Shell icon. The easiest way to do this 
is from the Shell. You will need to rename it (I named mine 
ShellTest), so here is what you would type at the prompt: 

COPY Shell.info Sheiltest.info <RETURN> 

Next, select the new icon from the Workbench; remember that 
"select" means to click on the icon onlv once. After selecting it, go 
to the "ICONS" menu and select "Information." Next, change the 
default tool to "C:IconX" and delete any tool types that exist. If vou 
have neveT been in this tool windoiv before, this may appear 
confusing. However, once you are actually looking at the window, 
you will see that all of this is very clearlv labeled. While in the 
"Information" window, go ahead and click on the "Executable" and 
"Script" buttons in the upper right-hand corner. This will enable 
you to execute your new script file from either the Workbench or 
the Shell. 

Now you will need to create two script files. You can easily 
use ED for this, but any text editor will do just fine. The first script 
file will have the same name as the icon, so mine would be called 
ShellTest. Here is what Randy suggests thai vou enter. Bv the way, 
put all of it on a single line. 



run >ML: cfNEWSHELL WINDOW:NEWCON:0/u/640/190/ 

ShellTest FROM 

ShellTest-Start 

Some of you may experience problems with this. If so, you can 
make slight changes, such as changing NEWCON to CON. This 
script, of course, sets the size and name your new Shell window 
will have. 

The second script file you will create is referred to in the final 
words of the above script: ShellTest-Start Here is what Randy- 
suggests you type here: 



Prompt "";.N."iiS> " 

Execute Aliases 

path reset 

execute Paths 

cd dh2:print 

run dh2:lc/c/lse teste 

run >N1L: clock D1GITAL2= 



,IW 1 2HOUR SECONDS 



This lile is used to customize more personally Randy's Shell. 
The "aliases" and "paths" referred to above are actually two other 
scripts that Randy uses, so you would omit these from your script. 
The final line of the script starts a digital clock that will run at the 
bottom of Randy's window, so you could omit this line. You could 
also delete any or all of the other lines. The first line, of course, 
establishes what vour prompt will look like. I discussed how this 
command is used in my original column on this subject. Some 



50 



Amazisg Compvtisg 



prompt suggestions, by the way, will soon follow, and you may 
want to trv some of them in your script. 

Gene Edwards out in California lias an easv way of dealing 
with [lie situation. First, enter the NewSheU line to so! your 
dimensions (you could use the ShellTest file line above, minus the 
"From SheUTeSt-Start") in a script file. I le suggests you save this 
script file to your 's' directory and set the script bit using the 
PROTECT command. Now you can execute the new window using 
the "Execute" command from the Workbench or by using the Shell. 
Of course, if you want other types of customization (different 
prompt, etc.) vou need to set those up in a different file, as Randy 
did. Hugh DeVVitt of Maine wrote in with a similar solution. 

Since we are dealing with the Shell in this column, I'd like to 
end by forwarding some ideas about the Shell prompt sent to me by 



Of course, if you wont other 

types of customization (different 

prompt, etc.) you need to set 

those up in a different file.,. 



Douglas Nelson of Nebraska, henceforth to be known as "The 
Prompt Man." Douglas lias discovered some interesting things 
about the prompt. 

First, type this in at your Shell prompt: 

PROMPT "%n.%s>Ctrl-N" <RETURN> 

Of course, where I have "Ctrl-N" vou will have a single entry 
(hold down the control key while you hit the N key). When you 
type anything in at the prompt, it will appear in foreign characters. 
You can still execute commands, for only the screen output is 
different. To return to normal, simply type PROMPT at the prompt 
and hit enter. 

Douglas has also learned how to get a prompt consisting only 
of time. Normally, both the date and the time would appear. To do 
so, you need to type this: 

PROMPT "*'echo '"""■date*"' >" Ion 10*"' 

When vou execute this line, you will have a prompt consisting 
only of the current time. Of course, vou need an internal clock for 
this to work effectively. Otherwise, you would have to set the time 
whenever you booted. 

Finally, Douglas suggests a wav to create a line feed after the 
prompt. Mere is how it is done: 

PROMPT "%n.%s*n" 

Once vou have this prompt, vou will type in your command 
line on the next line. It is a nice change. I must admit. Don't ask me 
to explain why or how these tricks work. Douglas explained things 
to me, but 1 don't have enough smarts to compress the information 
briefly; I'd have to reprint Douglas's letter word for word. Thanks 
again, Douglas. 



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I enjoy hearing what other people are doing out there. Please 
continue sending in your suggestions and scripts. I would ask, 
though, that when sending anything in, please trv to keep it 
generic. In other words, trv to provide information in such a way 
that it would work for any Amiga user on any Amiga computer. I 
have received several scripts that arc used to run specific programs, 
and those are hard for me to interpret (remember, my elevator 
doesn't go all the way to the top floor anymore). 

One topic I'd like to hear suggestions for is a comparison of 
MS-DOS and AmigaDOS machines. I use both rather extensively. 
At home, 1 tend to use my Amiga more, but at work, I am forced to 
use an IBM more. I really do enjoy both machines and I like the 
challenge of trying to be proficient on both. However, 1 often find 
myself using MS-DOS syntax in my Amiga Shell and vice-versa. Is 
there anything about the MS-DOS command line that is preferable 
to the Amiga Shell? What do you like belter about the Amiga Shell. 
This should make an interesting column. And if the powers that be 
happen to read it, perhaps some changes will be forthcoming that 
would make the Amiga even better than ever. Let me hear from 
you! 

•AC* 



Please Write to: 

Name Name 

c/o Amazing Computing 

P.O. Box 2140 
Fall River. MA 02722-2140 



September 1994 



51 




Ishar II AGA Revisited 

Brian J. Bartlett sent EMail with a tew tips for readers regarding the 
June, 1994 Bug Bvtes. He writes, For Pete, no last name, concerning 
Ishar 11 AGA: Frequently, you need to make sure that any fonts and 
special files, continued in the floppy c:, devs:, I:, and libs: directories, to 
your hard disk. Fonts are the keif, usually, since that's the usual problem 
with many manually installed games. One caution however, do not just do 
a blanket copy of Hie files contained in the c:, etc., directories. You may 
overwrite your system copies with incompatible versions, For Jeffrey 
Powell, concerning Fontier: Turn off any screen blankers you may have 
running. Some people luroe problems with them running while playing 
Frontier. 

ARexx and Mathieeedoubbas.lib 

Mr. Bartlett continues. Far Jeff Harris, mathieeedoubbas. library and 
ARexx: I can't help with the problem directly. However, William Howes £9 
online at CompuServe regularly and can be contacted at 72230,267 (or 
7223Q.267@COmpuserve.com via Internet (note the periods)). He is 
currently surveying registered users to determine if another update should 
be done. More on Rexxmast follows. 

Amiga Print Problems With Okidata Printers 

William Merrill sent EMail regarding printing problems with his 
Amiga 1200. He writes, / am having trouble getting my Okidata 184 
Mkroline Turbo Printer to print properly with Final Copy on my 
A1200HD. 1 am using the only Driver that appears to work, the OKIJI2 
Driver. The Problem is, that after every 6 lines or so, The Printer puts a 
big blank space through the characters on that line. Can you 1 lelp? 

This problem definitely is related to the print driver you are 
currently using. In fact, I have noticed that Okidata printers seem to 
he troublesome when it comes to finding compatible drivers. The 
exceptions to this are the Okidata 24 pin printers which seem to 
work fine when using the Epson LQ driver, and the Okidata laser 
printers which work tine when using HP Laserjet drivers. Any 
comments for Mr. Merritt? 

Chip RAM and the A600 

Donald Jones sent EMail regarding the A600 and chip RAM. He 
writes, On all Amigas save the A3000 and, 1 think, 4000, chip RAM is 
limited lo 1MB (on the above systems its 2MB) However, I have an Amiga 



600 with 2MB CHIP RAM, expandable lo 3MB. I know it's chip because 
WorkBcnch says so on its memory usage. Also, I ran two programs 
requiring 1 MB chip RAM simultaneously. I think that needs some 
explanation especially since the A600 is a low-end Amiga. 

SetPatch Tips 

Dale Larson sent EMail regarding the mention of the SetPatch 
utility in the July 1994 Bug Bytes. He notes, Commodore occasionally 

makes available new ivrsions of the SetPatch program. This program is 
executed in the standard startup-sequence and fixes bugs in the operating 
system. Hence, having the latest SetPatch is a Good Thing. 

Unfortunately, there has been some confusion over which SetPatch 
to use with which machine. Here is the story. 2,04 (i<37) users must use a 
v37 SetPatch. This is because the display database and monitor files in i<37 
are full of problems, and the v37 SetPatch is very specific to those 
problems. 

The monitor files are fixed in 2.1 and up. Hence, 2.1 users (those who 
liazv a 2.04 or 2.05 ROM and the 2.1 workbench disks installed) can use a 
v38 or higher SetPatch. The v39 ami v40 SetPatches -will work with 2.1, 
while the x>37 SetPatch will not. As of this writing, the most recent 
SetPatches that Commodore has released to the nets are 40.14 and 37.38. 

Therefore, il you have 2.1 or better, get the most recent SetPatch you 
can find (40.14 or higher), and if you are still using 2.04. cither upgrade to 
2.1, or 11st* the latest v37 SetPatch you can find (37.38 or higher). 

More on Mathieeedoubbas.lib 

Maxwell Davmon writes regarding several items in the June 1994 
Bug Byles, regarding mathieeedoubbas.library He writes, 

Using Kickstart 39.106 (3.0) and Workbench 39.29 (3.0) the 
machine definitely crashes when tn/ing to gel the version of 
mathieeedoubbas.library after loading Rexxmast. The problem is NOT 
"obviously" RexxMast as newer releases of 3.0 don't seem to have this 
problem, ami replacing the version command that comes with JI9.29 with 
the one released with OS 2.1 -works well (no crashes). In fact, I've had a 
number of problems with the OS 3,0 (39.29) "version " command which 
leads me to believe that it is not properly reading opened libraries 
correctly. 1 always have RexxMast running and have NEVER had a single 
problem getting a version of a library it's using with a newer or older 
version command. The offending command is "version 39.4 (27. 9.92)". 
Replace it with "version 38.4 (4.3,92)" and everything should work fine. 



52 



A MAZISG Co.MI'l 7 / vr. 



Workbench 3.0 Monitor Drivers 

Regarding Alternate DBL(NTSC/PAL) monitor drivers, Mr. 
Daymen notes, Some of the OS 3.0 drivers do not have good screen 
positioning on some monitors. There are a few ways to solve this. 
MonEd3.x will alloio you to tweak the values and save them for future 
use, and the nciv version of "Overscan" preferences editor from Amine! 
will not only allow you to position the screen within the overscan area, but 
also allows you to position the overscan area itself. 

Final Writer Memory Suggestion 

John Morris sent EMail regarding Barlow Soper's questions 
regarding Final Writer mentioned in the June 1994 Bug Bytes. Mr. 
Morris writes, 

When 1 first upgraded from Final Copy to Final Writer, 1 found 
several instances in which parts of pages or sometimes -whole pages would 
come out blank. The problem was that 1 didn't have enough RAM (3 MB 
A 1200) for the computer to generate the graphics data to send to the 
printer. Final Writer never complained about not having enough RAM, it 
just printed blank when it came to it's limit. The problem went azoay when 
I added 4 MB of fast RAM, along with an '030 accelerator. 

A1960 Monitor Support 

Gregg Baldwin of Seattle, VVA sent EMail with a response to Robert 
Austin's question on 1960 monitor support in the June 1994 Bug 
Bytes. He writes, 

In response to the question by Robert Austin about 1960 monitors I 
Have found this: 1 too had the same troubles with my monitor drivers. All 
of my low syncing modes (PAL/NTSC/Euro36) tended to be on one side of 
the screen, -while higher ones (DBl/Multiscan/Euro72) tended to be on the 
other. The Overscan program did not help much, as there ivas always a 
large black area on the side of the display, and anything in overscan was 
cut off. 

I found that the new drivers that are for use with the 1942 monitors 
work with the 1960 monitor as well. Not only are they cleaned up a little, 
but the package includes a new Overscan program that works just like the 
older version, but also includes lite ability to shift the screen to fit correcllif 
within the 1960's limits. Use this to align theedges with that of the 
NTSC/PAL screen mode so that you do not have to use the "H. Phase" 
controls anymore, 

On a side note, She Supcr72 mode does not fit well on a 1960. There 
are huge black kmrders on the lop, bottom, and left side. Only manual 
adjustments can fix this normally, but there is a ivay to get around this. 
There is a program called "MonEd" by Raul Sobon that is available that 
lets you adjust your settings. This will help you adjust it to fill your entire 
monitor. There is a bug however, in that you must place your Super72 
driver in your WBStartup drawer if you adjust specific aspects of your 
monitor (the ones you need to get the Super72 to work right require you to 
do this}. 

More Problems With 80000003 Errors 

Harry Miktarian of San Francisco, CA writes regarding his 
experience with WB 2.1 and the A1QO0. He writes, 

I thought I zoos the only Amiga 1000 owner who was experiencing 
WB 2.1 problems. I, like Eric Meyers in your April 94 issue, also have a 
major problem with 80000003 errors. 

My Amiga WOO lias an Insider 11 board with 1.5 MB, a Kickslarl 
■with 2.05 ROM, and an AdSpeed board. 1 boot from a 52 MB hard drive 
in my DataFlyer 1000 chassis. 1 have grounded my Pal chips to the mother 
board ground and have a wire running from the C31 to pin 7 on the f02, 1 
also have a +5v source to pin 49 on the CPU socket to eliminate power and 
grounding problems in the 1000. 



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/ have done all these modifications because I thought this might be 
the culprit of my random S0000003 errors, no such luck. 1 seem onh/ to get 
these errors when trying to print from Pages! ream 2.2 or -when using 
Proper Grammar II. Software that 1 use that does work perfectly is 
ProWriie 3.3, OctaMcd, SuperBase 2, AMOS, and numerous PD tools 
and applications. When I try to print from Pagestream, the system crashes 
ivith the aliave error. It will occasionally work if I use the loivest dot pitch 
in Epson Q mode (1 normally use Cannon drivers). This seems to have 
gotten worse when 1 added the hard drive and/or some of the above 
modifications. It has ahvays guru'ed (at least 80% of the time I've tried to 
print. Soft-Logik has tried their best but also seemed baffled. Proper 
Grammar 11 gets the 80000003 guru about halfway through any paper. 
First the screen goes gray, then I have to reboot and this is when the error 
appears (Pagest ream's screen goes black and then gives the error or 
sometimes does the above mentioned gray thing). 

AI000 and 14.4 KB Modem Problem Revisited 

Harry Miktarian also sent EMail regarding Greg Suire's modem 
problems mentioned in the July 1994 Bug Bytes. 

Concerning Mr. Suire's problem with getting his 14.4 Zoom modem 
to work on his Amiga 1000. 1 am now running a SupraFax modem 14.4 
with no problems. 1 say "now" because I blew my first Supra by lr\/ing to 
use a gender switcher instead of a dedicated A WOO cable. I do not know 
what the pin outs are on the Zoom but if it by chance is getting the +12w 
on the wrong line "POW. " He did not mention what sort of cable he was 
using or what sort of processor he is running (a 68000 might not be fast 
enough for 14.4). I suggest getting a A1000 serial cable front Redmond 
and testing his modem to make sure it wasn't damaged (the flashing MR 
light does not sound good). 1 wish him luck! 



September 1994 



53 



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Bill ilohnenberger also sunt I- Mail with a comment on Mr. Suite's 
modem problem. 

It has been my experience that high-speed modems must have high- 
qualify cables in order to work properly. I sttggesl that Greg Suircgets a 
cable from the modem manufacturer if lie wants to fore himself a tot of 
grief. After going through this once myself, I never buy made-in-the-third 
world modem cables. The few extra bucks are well spent. 

More A3000 Questions 

Brett Johnson sent ,1 follow-up KM.iil letter regarding his A3000 

System. He writes, 

) would like to extend my appreciation about the printing of my 
letter alum! my A3000 problems and the problems with tny 2091 in the 
July 1994 issue. In the time that has elapsed between the first letter I sent 
and the July '94 publishing. 1 have upgraded a little bit (but am still 
having the same problems). I have upgraded the A3000 2.04 OS that was 
installed an my hard disk (running on the A2000) to 2.1 designed for all 
A migas. I have changed the 6.6 boot ROM s on the 2091 to version 7.0. 1 
have also called the company that I bought the 2.05 Kickstart from 
wondering if that chip had anything to do with it. They assured me that an 
A2000 revision 4.2 motherboard could handle the new Kickstart (although 
they might have gotten this information from the now dying Commodore). 

I checked for a fuse on the A3000 serial port as described in Amazing 
Computing, July 1994. page 29. second column, fourth paragraph from the 
"Kickstart 2.05 ROMs and Early A500s" title. I could not find one on my 
re-vision 9/01 motherboard. When the repair man plugged in a good power 
supply, he said all of the chips did gel hot. I! am now questioning his 
judgment for not pulling my S MB of fast RAM and extra megabyte of 
chip HAS I before plugging in the power supply (they are all dead now 



along with the other chips).) I have tried booting VVB 1.2 from the 2.05 
R( >AI (hoping that the lesser command set will make a difference) and 
have had minimal success. 

I have run some tests taking out the 2097 card and booting from 
floppy. Everything seems to run well except for an occasional guru that 

i;i> up every now and then (no i loser than one hour intervals). ( )f course 
it is kind of hard to run programs on an A2O00 with only one floppy and 1 
MB of RAM. I have also had a chance to plug the 2091 into an A4000/ 
030. The entire card (RAM and hard disk) seemed to work just fine (it 
wasn't in that long: the A4000 test seems to contradict the idea of a had 
2091. though). I remind you that the 209x series was created for A2000's 
and A2500's. The design was later integrated into the A3000 
motherboard, 

I have found a mail order company that sells A3000 components. 1 
have ordered a new power supply, a new daughterboard, and a refurbished 
motherboard. If yon know of any good buni-in software programs for the 
. 13000, please let me know. 

John Kellnerof Pt. Placencia, Belize, Central America, wrote with a 
question about his A3000 and Workbench 1.3 boot problems. He 
writes, 

J have an early model A3000, 25 MHz. 50 MH that came with Sys. 
2.0 and since updated to 2.04. I have A-Max II. A23H6 and PC SVGA 
graphics boards installed. I have 14 MR of RAM and 2 MR Chip memory. 
1 recently replaced the hard drive with a 240 MB Quantum drive. In doing 
^.j I copied all my Wli_2.x partition from the old drive to a Syquesl 
cartridge to copy onto the new hard drive but unfortunately did not copy 
the WB_1 .x partition. 

Everything works fine except I can no longer cold l*oot to Sys. 1.3 
from the hard drive as before I changed driivs. 1 created the U'6_I.:v 
partition giving it a boot priority ofO a- recommended and copied all the 
file- from my 1.3 boot disk. The boot disk works fine. 

When 1 cold boot with both right and left mouse buttons down the 
screen comes up with the choice as before and the 1 .3 hard drive button is 
not shadowed out. However when 1 click on the 1.3 hard drive button I 
always receive the message "Error reading 2.3 Kickstart file! Reboot 
system," No matter how many times 1 have updated the Kickstart in Sys. 
2.04, it makes no difference. 

You are either missing the Kickstart 1 .3 file, or it's damaged, 
The Workbench 1 .3 operating system, like VVB 2.\ requires a 
Kickstart file. You will find the 1 .3 Kickstart file on your 1.3 system 
disks that came with the A30U0. Reinstalling VVB 1.3 using the 
supplied system disks should restore VVB 1.3 operation. 

That's all for Ihis month. If you have any workarounds or 
bugs to report, or if von know of any upgrades to commercial 
software, you may notify me by writing to: 

John Steiner 

c/o Amazing Computing 

Box 2140 

Fall River, MA 02722 

...or leave EMail to 

John Steiner on Portal 

73075,1735 on CompuServe 

Internet mail can be sent to 

John_Steiner@eup.portal.com 

FAX John Steiner at (701)280-0764 

(8:30 A.M. to 5:30 P.M. Central time, Monday-Friday) 

•AC* 



S I Amazing Computing 



'kHjk 



-;>-«-'./ 



Wt.lCZAMr 






gonworld 



Un A Shoestring 

h Les Paul Robley 










o 

^n e c OU , d probab g^l. in his stories. 

ftfak movies," dream-like r/ ,,m immunity m ore than h 

**«*•> a gHmmerof it mig ™f «*» would have thought 

&me ^tsarh st scouS s "th ebef ° rethe year 200I7 8 
^hing the ,e ntacle f^ "™ h<? ""^ °" fte » a " «fer 

*"*« would be things " *** ** ^<™I 
heanng S t even s ie j, h W the past , especia „ 

he'd known co mpu t er J ^2 ^ " Jurass * Park," that if 

*v *d, h e W o U rd ss ssar (ca) ,ooked - ««5 

CQ is becoming fe s(er ™? *" '^^ «**** built 
«e effects shows at a price that 




-■«■■» no,a deciding whether it's 'rfi " m,nakere a PP««ch the 
Struc ^or a c rnp U te rK n Dj ^ ^P" <° nav <^ model con- 

'-ks just as reai , one J n J«J-» scan and the rendering 

™«s far, film-ouahty CQ has h * "* ^a' " wi » 5 
-st low-budget plucLEi^ nPriCed ° Ut0f ' h -each of 

« ,e, ^'on productions. SSSSSS * *" "** ° f **» 
P ummet and chip s become m or< ? ' J 2 f ^ COntinu * *> 
«Imm akers will be abJe J *™« f^rful, more and more 

made themselves available as th Si " ""^ h ° Uses "-e 

aggressively marketing thei scan^ T ** bUreai ' s ' 

are dro DD1 „„ r« ?Jj £ ™mg/recording services, so pria , 

»t's Motion Pixel, p a c,7 it ." 



Septe. 



mber 1994 






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■*■■' 




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Title Digital, RGB Laboratories and Optica] Cinema Service at one 
time relied on proprietory file formats which made il difficult for 
low-end computer users to employ. Now they accommodate 
several of the most popular file formats, such as PICT, which 
anyone using SGI to Macintosh to Amiga can utilize and make 
economically feasible. 

Paul Gentry, visual effects supervisor and DP at Vl'X Digital 
(lull Moon Fntei'toinmonl's digilal right arm), realized early on that 
to produce science fiction and fantasy films economically, they 
must resort to an in-house computer work station for CGI and 
digital compositing. "The reason we set up this department is 
because we do so many genre films here and we have so many 
effects shots," he said. "For years the houses around town have 
charged such a premium for blue screen. I'm trying to make blue 
screen look like a nothing, a minimal expense. Also, 1 want to 
obtain control of trie shots right under the auspices of the effects 
supervisors and directors who work here who won't have to make 
time-wasting trips to the local effects house checking on shots. The 
idea is to turn out more shots for the same kind of money than just 
a few blue screens. We can now do another fifty percent more shots 
since we're doing them in-house and we're not worried about a 
profit margin or overhead." 

Unlike other low-budget CGI companies, Full Moon is trying 
to accomplish everything at film resolution. Even though most of 
their releases are direct-to-video, they are trying to anticipate new 
technologies, such as 1 IDTV. Thai wav, no matter what format 
conies out in the future, their effects will look decent. Also, a new 
film, "Shrunken Heads," is one of the first releases the company has 
produced theatrically in a long time, by compositing with a high 
resolution of 1-1 /2K x 2K, Full Moon's special effects will, hope- 
fully, not look inferior when judged next to a normal live-action 3K 
\ 4K 35mm film resolution image. The only other alternative would 
be to composite in video resolution and up-res the image from 525 
to 2000 lines with services such as Digital Magic's Vision Magic or 
CIS E-FILM system process, but the result is not comparable in look 
to 1.5 X 2K originating scans. 



The equipment Full Moon uses in its two computer work 
stations and one rendering station is bare bones at best, but has 
been more than adequate to perform some eve-popping effects. 
With an investment of $50,000, the hardware consists of five Amiga 
4000s utilizing the advanced AGA chip set with Motorola 68040 
processors and Video Toaster 3.0 software (NewTek has since 
released a new 3.1 version); three Quadra 450 Macintosh computers 
equipped with 80 megabytes of RAM (the renderer contains 256MB 
RAM); two Exabyte EXB-8500 tape drives; five 3.4GB hard drives; 
small standard SyQuest H8MB removable drives as an easy way to 
quickly transfer large files; one 1.3GB magnetic-optical erasable 
disk machine which has the advantage over a SyQuest drive in that 
one can transfer much more data on a disk — 525MB per side; two 
WaCom UD1212 Graphics tablets for digitizing flat artwork; an 
Epson and Nikon scanner to transfer up to 2700 DPI 35mm S-perf 
slides and negatives for quick transfers that sometimes negate the 
need for shooting and transferring expensive static background 
plates; and three Panasonic Panasyne C1795e monitors. 

For CGI software lull Moon relies primarily on LightWave 3D 
with its enhanced features for the Video Toaster 4000. It has the 
ability to render and display animations directly from the Toaster 
Switcher in full-screen 30 frames per second real-time playback 
with 256,000 simultaneous colors, allowing six full seconds with 
only 16MB of fast 32-bit RAM. In addition, the rendering speed 
increases by factors of ten lo twenty times over the older Toaster 
with improved image quality due to new anti-aliasing routines that 
automatically locate and smooth jagged edges. Partial screen 
animations can easily be keyed over live video using alpha channel 
drop shadows. There are also cards like the RAPTOR that can 
enable the Toaster to render at blistering speeds, but at a cost of 
around $15,000. 

Most Full Moon effects shots requiring one element of CGI or 
digital compositing take approximately one week per shot at a cost 
of $2,500 to S3.500 each. Some of their first composites took a little 
longer due to an initial learning curve. The more elements in a 
shot — such as the three Shrunken I leads thing around simulta- 



56 



A mazisg Comfi visa 






Models (as seen on the left) and computer generated images (as above) were integrated 
seamlessly into the final production with live actors. 



neousl) — demand three times the scanning cost for each blue 
screen element, plus three times the labor and time. 

Full Moon began their digital odyssey in September '43 and in 
less than six months has established a full-fledged digital work 
station unit producing CGI and digital compositing just like the big 
boys. The major difference, however, is that they did i! economi- 
cally for their own in-house sci-fi entertainment. 

Visual Effects Supervisor and slop-motion expert Randall 
William Cook did the design work and character animation for the 
six computer-generated flying dragon shots (comprising approxi- 
mately 40 seconds) in Pull Moon Entertainment's upcoming 
"Dragonworld." His background on such films as "The Gate 1 &2" 
and "Ghoslbusters" helped facilitate the crossover between the 
physical world of models and animating within the virtual context 
of the computer. In fact, CGI is more akin to eel animation in that 
the animator uses extreme frames, while the computer adds the in- 
betweens and performs all the necessary move calculations, 

LightWave 3D for the Amiga was chosen for the job since the 
Video Toaster was the only low cost platform that could do what 
they needed for the money. The Amiga had already proven itself 
for video applications on the TV series "Babylon 5" and "scaQuest 
DSV," but unfortunately behaves like a sloth when it comes to 
achieving higher resolutions. Would il meet Full Moon's film 
quality requirement, since their video product is repeatedly shown 
to buyers on Smm release prints? 

"They used a lot of stop motion in the finished film, but for the 
flying sequences we wanted to try computer effects to see how the 
Amiga, specifically, would handle a complex living creature," Cook 
began. "Because we had to animate the characters organically and 
perform functions of character animation economically (given the 
fact that the pictures done here are low budget), I wanted to get a 
system that would allow for versatility in character animation. The 
demonstrations 1 saw of the 1 Amiga's] Bones feature encouraged 
me that at least for certain kinds of limited flight shots, we would 
be able to get what we needed." As it turned out, Cook was able to 
get a lot more than distant flight shots. I le was able to get quite 
close. 



The Bones feature in LightWave 3D allows users to create 
complex animation with little effort. Bones are akin to a puppeteer's 
marionette strings. Wherever the strings move, the puppet is sure 
to follow. In LightWave, wherever the bone moves, the object 
contorts itself to follow suit. The bone in this case is a small object 
pointer that exerts influence over an object's shape. For example, 
when vou make the bone rotate, the object also twists around and 
rotates. 

Like gravity, Bones can have unlimited influence on the object. 
Two factors dictate how much influence a bone can have: its size 
and range. The larger the bone, the more influence it has on an 
object next to it. According to Cook, the Bones feature does not 
match the convenience or versatility of a superior process known as 
"inverse kinematics," 

"What vou have is this verv complex 3-D model with c\n under 
structure like a skeleton, or a stop-motion armature with ball and 
socket joints," he explained. "If you grab a wrist and move it up 
into position, the whole arm goes with il. But the elbow won't go 
past a certain point because you've set up parameters or move 
limits [with the Limited Range setting on the Bones menu]. Before, 
we had to move each element or bone a little bit at a time indepen- 
dently of each other. With inverse kinematics, vou only have to 
move the last object in a given anatomical hierarchy." 

However, Bones is not quite inverse kinematics. It proved to 
be not as well-developed as programs for the SGI, such as Alias or 
Softimage. Due to some of the idiosyncrasies of the Bones technol- 
ogy, the ability to produce a completely convincing living, 
breathing 3-dimensional creature involved certain compromises. 

"I think we were able to do with the Amiga certain bits of 
character animation of a complex and realistic creature, certain 
effects which were persuasive as far as they went, but the technol- 
ogy just doesn't go far enough to produce unlimited photo-realistic 
acting and totally naturalistic animals. Bones is verv good, but verv 
good isn't good enough for all character animation applications," 
Cook confessed. 

Bones behave not really as bones, but more like magnets — 
gravitational attractors which distort a wire mesh rather than move 



September 1 994 



57 




a solid sculpture. So, the control factor is limited. Imagine a bunch 
of little magnets that are actually pulling on the wire frames. The 
trouble with that is, if a pair gets too close together, thev stretch out 
and try to touch one another like gravity, and this distorts the 
image. 

Cook explained the magnetic attraction analogy even further: 
"To put one skull hone in the head of a creature that's as compli- 
cated as a dragon would not be the same as putting one armature 
block into an animated puppet, or putting a real skull into a real 
dragon's head. We found we needed a number of gravitational 
attractors around that main bone to keep the head from malforming 
as it moved. Also, all the different bones exerted gravitational 
attractions on one another in a way which limited the animation. 
When one body part would get too close to another body part, one 
would begin to distort toward the other through gravitational 
attraction. As a result, we found we had to limit the acting of the 
creature to the sort of motions which \ww compatible with these 
gravitational eccentricities. Hence, we compromised the pantomime 
and limited what we were able to achieve to conform to the 
restrictions of the Amiga I.ightWave technology." 

First, a three-foot model of the full-grown dragon was made 
out of hard urethane in Mark Rappaporfs Creature Shop. This was 
sent to Viewpoint Data Labs in Utah and digitized for the Amiga, 
then further customized by digital artist Michael 1 : . Hoo\ er. a Video 
Toaster expert. Even though "Dragonworld" was intended for a 
direct-to-video release. Cook used Amiga'- film resolution of 960 x 
1530 and re-sized or re-interpolated the pixels in Photoshop to 1536 
x 2048. 

The Video Toaster manual claims it offers adjustable resolu- 
tions up to 3072 x 1920. If one anti-aliased that, it could provide a 
svnthetic resolution of 16K by 12K. But it is not a true 2-1-bit display 
device. It internally supports a 16-million-color palette, but outputs 
color and resolution to the limited NTSC composite video signal. 
Unfortunatelv, nobody in Hollywood uses composite video as a 
broadcast source. To display true 24-bit images for recording onto 
tape formats like D2, it is possible to extract the digital quality 
image from the Toaster by out putting the I.ightWave animations 
through hi-res 24-bit cards, such as those available from Digital 
Micronics (Vivid 24 for S3,0Q0), CVP (ECS- 1 10/24 from $2,500), and 
the less expensive products from INOVAtronics (AV24) and 
Centaur (OpalVision) for under 51,000. 

"We put more than one hundred bones in this dragon," Cook 
said. "I'd done quite a bit of animation on the Macintosh with 
Macromind 3D, and used various graphics programs like Painter. 1 
nevertheless found that what we were doing with the Amiga was 



In the end it was almost impossible to distinguish which 
images were real and which were generated. The picture at 
the left was provided by the Paramount's public relations 
office where no one could say how it had been produced. 



all new. We bought machines at the end ot September '93 and did 
our last shot at the middle of March, so it was pretty labor and 
learning intensive. 

"Instead of animating shots per se, we animated actions that 
would cover a sequence. The first shot we animated took a couple 
ol weeks because I was unfamiliar with the program. It took two 
weeks for a 38H-frame shot of the dragon flying. Micheal Hoover's 
modification of the character was an on-going process and many of 
our duties overlapped. Eor example, the creature's maps were still 
being created while I was animating it." 

After the dragon was animated by Cook, it was composited in 
the Video Toaster and then transferred to Macintosh image files bv 
Hoover using ToasterLink. He and Hoover were basically a fwo- 
niiiii department. "Mike built people from standard issue animation 
digital dummies and gave them wigs and clothing to which I 
applied Hones, I changed their faces a little bit so they looked like 
the people. Then we actually mapped photographs of the actors' 
clothing and faces onto the people the wav we did with the 
dragon." 

It took oil the average of one-and-a-half weeks to animate a 
300-frame sequence. Eor the scene when the dragon rears up to fly- 
away, the background consisted of a daytime photograph of a 
Romanian village, adjusted by Hoover to look like night in 
Photoshop. This background was imported into LightWave with a 
slight tilt upward to add some parallax shift as the dragon lifted off 
the ground. 

This one shot is probably the most representative of the 
computer's main advantage over traditional stop-motion anima- 
tion. A superb sense of immensity or massiveness is captured that 
is very difficult to achieve with small stop-motion models. Ray 
I larryhausen managed to capture this awesomeness with the 
Kraken in "Clash of the Titans," but only because the model was a 
good five-feet tall. 

"Since this is something the computer handles well and stop- 
motion has a little trouble with, it seemed a good idea to accentuate 
the benefits of the computer and do something that was more 
majestic and ponderous than vou'd want to do in stop-motion," 
said Cook. "In The Gate' I had a great big Demon Lord character 
which was all stop-motion and again we attempted to move it with 
an elegance and regality befitting a grand creature like that. In so 
doing, I spent a lot of time with the teeny-incremental movements. 
The computer, of course, allows you to do it with greater ease. 

"The Amiga is wonderful for certain things, but it's still not 
SGI as far a- its ability to make a totally convincing creature. That 
being said we were very happv with the level of photo-realism we 
were able to obtain and the ease of compositing which the Amiga 
gave us. Those features were very valuable and it's a very versatile 
fool which I wouldn't hesitate to use for simpler applications. 
However, for a more complicated character, I leel that it was 

somewhat inadequate." 

Manv of Senior Visual Effects Supervisor David Allen's shots 
for Full Moon involve the digital compositing of rod puppet 
creatures into already photographed background plates. For 
"Prehvsteria 2" there is a -hot of a baby chasmosaurus running 
across a highly reflective museum floor. The puppet was actually 
animated to run in place hv four puppeteers using slots cut into a 



S8 



Amazing Computing 



piece of reflective mylar in front of a blue screen. The mylar acted 
as a mirror to reflect the blue under the puppet. The rods were 
painted the same blue color as the background screen, and thus 
became as neutral as the background blue. A motion-controlled 
diagonal camera move 1 added gave the effect of the puppet 
running across the frame. The model was composited into the shot 
using Photoshop and COSA AfterEffects. [Is reflection on the 
marble floor was achieved by flopping the image, adding distor- 
tion, then repositioning it at an oblique angle beneath the running 
puppet. 

Effects supervisor Chris Endicott oversaw a similar effect of a 
tiny pterodactyl flying through the doorway of a greenhouse. A 
simple split screen matte of the door was created in Photoshop as 
the creature disappeared behind the wood. Often when a camera 
move is not possible to give an apparent motion to a creature, the 
puppet is shot full-frame running in place to obtain the best 
possible resolution. The model is then taken into COSA Aftereffects 
and a digital ADO moves it across the screen, adding motion blur, 
as was the case with the baby dragon scurrving through the forest 
in "Dragonworld." For "Oblivion 1 & 2," various shots of a 
spaceship landing in the desert were filmed via motion control by 
effects supervisor Joe Grossberg and programmer Les Paul Robley. 
These were digitally composited using the techniques previously 
discussed. 

Full Moon Entertainment's VFX Digital department is not 
above using traditional opticals when the need presents itself. For 
the film "Dark Angel," Gentry and 1 superimposed a 45-inch 
diameter glowing Plexiglass sphere over shots of the angel floating 
around her parents' room. This effect was patterned after the 
Glynda, the Good Witch optical from the 1^39 version of "The 
Wizard of Oz," but aligned in the camera using today's technology. 
A videotape of the pre-existing footage striped with time code was 
re-positioned to fill the Fries camera videotape ground-glass 
markings using the Panasonic MX-50 frame grabber and digital- 
shrink button. The tape was then synced to the motion-control rig 
by means of the time-code-trigger start switch built into the Kuper 
K IMC software. This enabled the cast and crew to witness the 
finished composite after each take on video, engaging the MX-50's 
luminance key capability. The stage had been previously draped 
with black Duvateen to negate the need for any garbage matting by 
the optical company doing the composite. Gentry wanted to make 
it as easy as possible for the technician performing the optical. 
Gentry felt that this simple superimposition technique was the best, 
least expensive and easiest method for achieving this particular 
effect in the film. 

"Simple split screens and some double exposures are always 
required and the turn around time is still cheaper and faster with 
opticals," he admitted. "The big bugaboo with digital composites is 
shot length.' As far as blue screen shots are concerned, I'd rather 
do them digitally. But long takes and shot elements requiring 
intricate fog/diffusion effects are still cheaper to do on an optical 
printer. The image loss in a good optical is practically impercep- 
tible, Digital still has to work hard to look as good, image-fidelity- 
wise." He believes that motion-controlled models and opticals are 
not obsolete. There can he a symbiosis with CGI in the future, 
compositing traditional effects digitally inside the computer. "1 
think a lot of people felt cheated that after we got these great 
computer compositing machines, there would hopefully be a 
period of time when we'd get to use these tools solely to composite 
digitally. But CGI has come along about as rapidly almost eliminat- 
ing the need for models or miniatures, and probably people next, 
but it's not totally economical vet." 



Digital designer Chris liiggs doesn't care which computer 
platform he works on, as long as it gets the job done. "Basically we 
use Macintosh because we started off with a lot of Mac hardware 
and software and don't want to invest in another format, especially 
since we are at a crossroads with computers right now. the IBM PC 
also has some good, sophisticated low-end graphics software. But 
the future's about to change in a big way and we don't want to 
invest in the wrong thing. 

"The next generation of computers won't have a keyboard. 
You'll talk to them and they'll talk back to you. Instead of physi- 
cally typing in something you'll just speak the words, and instead 
of having a mouse, you'll just use your finger and point. Just like in 
"Star Trek,' they have voice recognition now, but you must say the 
word over and over again using the same inflection." 

Biggs demonstrated a slide show of a new program called 14 
BRYCE whereby the computer creates 3-D landscapes and 
environments right in its own artificial universe. The neat thing 
about Brvce is one doesn't have to be a skilled artist to use it. He 
indicated that it was acquired and further developed by Kai 
Krause, the maker of KPT software (Kai's Power Tools). Krause 
interfaced the algorithmic generator to work on a Macintosh 
computer which manufactures environments on a digital level, akin 
to the Genesis Experiment CGI in "Star Trek II and 111." 

"All you do is set parameters, telling the program how much 
you want of this and that, what color scheme to work with, and it 
does the rest. You can use real every day images to create fantastic 
artwork (such as a photograph of a person), but because you're 
using highlights and shadows it creates weird environments. There 
are no pre-existing models or images, you just tell it what textures 
you want, colors, elevations, sun angle, ambient light level, rock 
formations, snow, water, cloud movement, etc. It'll probably sell for 
only SH10 and be out by the time you read this. It'll put a lot of 
matte painters in a major hurt. But any software graphics program 
will still need artists to run them, not techno-brats." 

A similar program for the Amiga put out by Virtual Reality 
Laboratories is called Vistapro 3.0. It allows the user to accurately 
recreate, explore and animate real places in vivid detail. Based on 
real-world data obtained from the U.S. Geological Survey and 
NASA spacecraft, Vistapro offers nineteen landscapes — from the 
Alps to the surface of Mars. According to a company spokesperson, 
special effects houses are already exploring uses of this program in 
their films. 

Just because Full Moon uses low-end gear, doesn't mean 
l ientr\ wouldn't like to empkn the more expensi\ e digital toys. 
"I'd be a fool if I didn't say I wouldn't love to have SGI Onyx's 
galore and plenty of FLAME, SOFTIMAGE, FLINT, MATADOR, 
whatever, to work with," he concluded, "But it works against my 
low-budget approach for Full Moon, a company which needs to 
watch the bottom line very closely. The price we pay is not being 
exactly state ol the art, hut the tools available to do this stufl 
inexpensively are here now. We're just driving digital Volkswagen 
Bugs while others are driving Ferraris. We both still get to where 
we want to go." 



•AC* 



Please Write to: 
Les Paul Robley 

c/o Amazing Computing 
P.O. Box 2140 

Fall River, MA 02722-2140 



September 1994 



59 



^EOTPeedback 



[b a (c [k 



Letters to the Editor 



Amiga Technology in the Public Domain? 

Amiga Spreadsheets — Please. 
CD32 worldwide compatiblity problems. 



Dear AC, 

The often expressed hope for a corporate "white knight", such .is 
Phillips, Sony or Samsung, to purchase Amiga technology and save 
the computer is self delusion. A large corporation would have little 
to gain, and much to lose, by competing with IBM and Apple. 

A likely scenario would be for the successor corporation to 
employ the technology more conservatively, such as in a video 
game machine (CD32 by Samsung?) or in a card to be used by a 
Macintosh or IBM. The Amiga as a separate computer system 
would be extinct. 

It is not widely appreciated that the reason why the IBM 
computer is dominant in the world is because IBM failed to 
adequately patent the basic technology for their machine. This 
created the market for clones, and these machines became more 
available, powerful, and cheaper as thousands of manufacturers 
competed with one another. 

Commodore would best serve the Amiga, and their customers, 
by licensing Amiga DOS and the Amiga technology for a nominal 
fee, or by placing it in the public domain. This would encourage 
lean, hungry entrepreneurs to develop and market the Amiga, 
perhaps duplicating the success of the IB VI clones. 

Sincerely, 

Jeffrey T Powell 
West Covina, CA 

You reasoning is very found. Some bidders have expressed an interest in 

buying Hie Amiga teeiinologii ami then utilizing only Hie portions they 
need for their business. However, other bidder* hare not only stated that 
thei/ toil! do even/thing they can to win the Amiga technolgy in a bid, but, 
if they should lose to one of these other bidden, lliey are prepared to make 
an offer to the winning company for the technology to continue the Amiga 
line. Either way. the Amiga could continue. 

Tiic problem is lime. If the Bahimian actions take too long, many o) 



the people who want to continue the Amiga feel it will be increasingly less 
attainable. The result is that the longer we wait for the Amiga production 
to resume, the less likely it will happen. 

As far as the technology is concerned, it belongs to the creditors and 
not Commodore. Since this is their main asset available to them to realize a 
portion of their losses, they zoil! want to sell it — not place it in the public 
domain. 



Dear AC, 

I'd like to comment on Jeffrey T Powell's letter which appeared 
under Feedback in April. Although 1 agree with him, 1 want to add 
that the Amiga doesn't lack all in the business sector. I have never 
felt as if I were missing a word processor. For DTP, PageStream is 
far above Aldus PageMaker and there are a few good databases. 
Indonesia is an IBM clone domain and few people know the Amiga. 
Friends are impressed with what they see and regret they can't 
have the same programs run on their machines. 

What is missing is a decent spreadsheet. It is the only thing I 
am ashamed to show on my Amigas. To do decent spreadsheet 
work, I keep an otherwise superfluous IBM clone. Of course, the 
alternative is to install an IBM card. But why should I waste &800- 
900 and block one of my slots? I rather spend $-100 on a real 
spreadsheet! 

For the first A1000 {in 1986) I had Professional, a Lotus clone. 
It never updated. I bought Platinum Works! with my A2000 in 
1989. MSS never improved it. The only software which came near 
to a spreadsheet was Superplan which was way above the others in 
the graphics side and was unique in having a time sheet. Since 
Oxxi took over the Precision Software, they kept their excellent 
database but seem to do nothing about the spreadsheet. I wrote to 
them early this year suggesting an upgrade with at least some 
WYSIWYG! but never got .) response Is it a case of No news is good 
news? 

Last year, 1 purchased an A1200. The Singapore dealer 



60 



A mazing Computing 



suggested ProCalc. I tried and almost cried, imagine that you have 
to decide about fonts before starting. Changing fonts made some 
words disappear but they did print. The fonts used do not seem to 
be saved with the data. The printing range is not saved either. The 
printing options are practically nonexistent. Importing Lotus files 
did not always work and some files were not recognized. The 
commands are not standard. All good spreadsheets like Puattro 
Pro and Excel have a Lotus tree. .Mot ProCalc Not Multiplan. 

1 stopped subscribing to another Amiga magazine because the 
then Editor-in-Chief wrote that the Amiga could do without a 
spreadsheet: the graphics obsession. Similarly, 1 shall buy nothing 
produced by Oxxi unless they start thinking about the necessity of 
producing a spreadsheet. 

Yours Sincerely, 
Alex Wolvesperges 
Surrtut, Indonesia 

Spreadsheets is definitely a place where llie Amiga needs ((i improve. Wliilc 
there have been some attempts in this urea, the business industry now 
demands better then what we are currently able to provide. I will pass 
your letter to the companies you have mentioned and to others who have 
shown an interest in a spreadsheet for the Amiga. 



What is missing is a 
decent spreadsheet. It is the 
only thing I am ashamed to 
show on my Amigas. 



vsi hope is In wait to see who wins the Amiga technology and then 
support /nudge the company into creating the Amiga line and the Amiga 
less that we should have seen from the vent first. 



Our best ho 



awarena 



Dear AC, 

First, I'd like to let you know tint in the last several months it 
seems that your magazine has increased in quality many times. 
Specifically, more color!! Please keep it up, it definitely makes for a 
more pleasurable reading. 

The next thing is that I agree 100% with Mr. 1 licks when he wrote 
about Commodore being bought out and the Amiga surviving 
(EditoriaI/Volume9, No.6, June 1994). The first thing that came to 
mind was when Chrysler bought Jeep, they (Chrysler) didn't take 
the steering wheels and throw the rest of the company away! 

Mainly though, I'm writing in reagrds to the CD32 and its 
compatibility worldwide. I live in Sicily, Italy and am soon moving 
close to Rome for about 3 years. I am a little confused with the way 
CD32 handles PAL and NTSC. If I were to buy a CD32 in Europe, 
would cd's produced for the US market work on my machine? or 
am I stuck with international mail order forever. I have never 
actually seen a CD32, does it have an external power source like a 
Nintendo? or is it internal? and if so, how hard would it be to 
switch over to 110-120V upon returning to the US? Lastly, what 
about the MPEG module, anything I should be concerned with 
there? 

Thanks in advance for any help you can give me on this 
subject, and once again, keep up the good work. 



Michael D Knoell 
Catania, Sicilv 



Dear AC, 

What can we readers do to help promote the survival of the Amiga? 
I have been an Amiga enthusiast since 1987, then in 89 I bought my 
first A-500 and a few years later a CDTV. I have also bought and 
sold several A-600s to very satisfied customers. 1 did this because 
VValden Software was selling them fur $80 and 1 figured if they 
couldn't find a home for them then 1 would. I currently own a 
(40mhz) A-1200, CDTV, and a 1942 monitor. I also plan on buying 
a CD32 soon. So as you can see I've done mv share of buying 
Commodore products, but it didn't seem to help much. 1 have even 
given Amigas as gifts and I can't tell you how many people I have 
persuaded to buy Amigas instead of other computers. Yes, I am a 
devout Amiga evangelist. 

What I'm getting at here is that one person can't make much of 
a difference and with the status of the Amiga up in the air, that 
complicates matters more. If Samsung buys the rights to the Amiga 
though, then Amiga publications should gel together and start 
some kind of advertsiement fund. Hey if the Clintons can do it for 
their legal fees then why shouldn't the Amiga do it for its advertis- 
ing costs. I'd donate. 

This may not be the solution, but it seems like We I he People 
of the Amiga Community should be able to do something 
collectively to aid the Amiga. 1 just don't want to see it fade into 
oblivion like the C-64 or something. 



Sincerely, 

jerirrty Lee Campbell 

Rising Sun, MD 



P.S. I was reading the other day about an A 1 2007 A4QU0 specific 
CD Rom drive that will be CD32 compatible, do you think 
Commodore or a third party developer will come out with a way to 
reverse that process, I.E. hook a CD32 to mv A4000? 

According to our information, COM NTSC and PAL are not switchable. 
if you own an NTSC machine you need NTSC software. We are unsure if 
the MPEG module is universal, please check with i/our dealer before you 
purchase it. 

The Power supply is external and you will need a North American 
version. 

As far as CD32 on A4000 or attaching a CD32 to an A4000, we will 
need to wait until there is once again an Amiga engineering division to 
create tliese products, 

•AC* 



If you have a letter for 
Feedback, send it to: 

Feedback 

c/o Amazing Computing 

P.O. Box 2140 

Fait River, MA 02722 



September 1994 



61 





w 


19 



by Henning Vahlenkamp 



Last May's column (AC V9.5) focused on AGA games, so this 
month we'll take a look at several liCS games (no AUA enhance- 
ments). As always PD Update seeks to find the best in Amiga 
freely distributable software. 

The programs mentioned here are usually downloaded from 
Aminel (ftp.wustl.edu:pub/aminet) or FUNLT (ftp,funet.fi:pub/ 
amiga) on the Internet. They also should be available via various 
other sources such as online services (Portal, Delphi, etc.) or BBSs, 
Some of fheui eventually appear in the Fred Fish Collection too. 
Unless otherwise noted. Ilicv work with all Amicus and 1 ..i+. 



DeliTracker 2.01 

(shareware, S20; 2.04+) 
by Delirium Softdesign 
Aminet: /mus/plav/DeiiTracker2_01 .lha 

With a unique, modular design, DeliTracker is probably the 
most powerful Amiga music player ever. It recognizes a whopping 
riK music formats, notably Pro/Noise/Sound'l racker MOD, IFF 
,Ss\ X and SMLS, MFD and OctaMED, and WAV. Surprisingly, it 
handles 8, 16, and 32-voice PC soundcard formats too, although 
these will take their toll on slow CPUs. DeliTracker uses an external 
player file for each format, except for common MODs which have 
internal players. The program's modularity extends to its 15 genies 
- small utilities that do neat things like displaying music file 
information and real-time waveforms. 

Deli Tracker's main interface window is also modular. Any 
combination of its Info, Comment, Control, and Tapedeck sections 
i.w\\ be displayed. The interface is altogether logical and profes- 
sional, complete with lots of options and settings. Audiopiviles will 
be pleased to note that they can create custom musical selections 
\ i.i module lists. Rounding out the package are an ARcxx interface, 
Appicon/Appwindow capabilities, and AmigaDOS 3.0 support. 

The extensive modularity both saves memory and makes it 
easy to add additional players and genies. But be aware that 
loading all the modules together easily consumes 1MB of RAM. 
Despite its vast format support, DeliTracker couldn't play 
"mod.startrek", one of my favorites. Don't let that deter you from 
cheeking out this wonderful program. 

Imperial 2.0 

(shareware, SI 0; 2.04+) 

by Jean-Marc Boursot 

Aminet: /game/think/ Imperial. lha 

Of all the non-commercial Mah-Jongg clones ! have played, 
none is closer in quality to Activision's classic Shanghai than 
Imperial. In this type of game, you remove matching pairs of tiles 
(which must be free on the left or right and have no other tiles on 
top oi them) from a layout of tiles. The goal of removing all the tiles 
may sound simple, but it really takes plenty ol strategy to accom- 
plish. The game is highly addictive too. 



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by Delirium Softdesign 
DeliTracker is probably I he most powerful 
Amiga music player ever for shareware. It 
recognizes 58 music formats, notably Pro/ 
Noise/SoundTracker MOD, IFF 8SVX and 
SMUS, MED and OctaMED, and WAV. 
Surprisingly, it handles 8, 16, and 32-voice 
PC soundcard formats too! 



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Imperial 2.0 

by Jean-Marc Bursot 
Imperial 2.0 is a Mah- 
Jongg clone that shakes 
the tiles off the 
competition. 



Impcri.il offers the origin.il Mah-Jongg dragon layout plus fi\e 
others, all featuring the traditional seven suits of Chinese Hies. The 
tiles in each layout can be arranged a billion ways, so vou can play 
a random arrangement or choose one by number. If you get tired of 
the predefined layouts, you can create your own with the built-in 
editor. Using it is very intuitive, and it even recognizes unplayable 
layouts, ensuring that every game has a solution. Imperial's other 
niceties include one and two player games, an unlimited undo of 
moves, an advice feature, and the ability to view the complete 
solution to any game from the start - unfortunately not from your 
current position. 

There's hardly anything 10 quibble about in this marvelous 
puzzler, except perhaps such trifles as the lack of a reward for 
solving a game and that Shanghai is a bit more attractive. 



Reset 3.1 (2.04+) 

bv Martin Schlodder 

Aminet: /util/batch/reset31a.lha 

This diminutive program doesn't do much at all, but it's still 
useful. Reset resets your computer three different ways: SIMPLE, 
COLD, and KICK. SIMPLE does a warm reset like pressing Control 
and the two Amiga keys. COLD removes the ExecBase structure 
from memory, eliminating any normally reset-resistant things, 
particularly RAD:, RAM-based Kickstarts, and viruses. This is 
equivalent to flipping the power switch off then on. The KICK 
option removes Kickstart from the A 11100's Writeable Control Store, 
although I don't think too many Amiga users will need it, Each 
method can have a five-second inlerruptible countdown. 

The primary advantage of this utility is that it doesn't force 
your hard disk to slow down then speed up again like the "three 



Workbench Game 
Collection 1 2.1 by Kevin Crate 
The Workbench Game 
Collection 1 2.1 is a fun little 
collection of puzzle games lo 
play on the Workbench. You 
get Tetrapuz, Toe Popper, 
Slider, Piper, and Cracked. 



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63 




Scorched Tanks 1.77 
by Michael Welch 
Scorched Tanks gives up 
to (our players (computer 
or human), a choice of 
60 weapons and 13 
shields to battle each 
other. 



finger salute" does, eliminating that extra stress. Furthermore, it 
makes sure no disk activity is in progress during n reset, preventing 
read /write errors. 

Reset normally runs from the shell, but it's much more 
convenient from an icon (via IconX) or the Tools menu (via 
AddTools, ToolM.m.iger, etc.). Mere's a handy script 1 use on mv 
A 1200 to invoke Reset: 

; reset script, requires 3.11+ 

RequestChoice >ENV:boot 

"System Request" "Reboot the svstem?" "Warm I Cold I No" 

if Sboot eq 1 

GResct SIMPLE 
else 

if Sboot eq 2 

CReset COLD 

endil 
end if 



Scorched Tanks 1.77 

(shareware, $10) 

by Michael Welch 

Aminet: /game/ shoot/scorch 177.1ha 

Veterans from the early days of computing may remember 
Artillery, a game in which two players controlling opposing 
cannons perched on mountains take turns shooting at each other. 
Scorched Tanks took that vintage concept and updated it for the 
Amiga. This game allows up to four players (computer or human), 
and you have a choice ol 60 weapons and 13 shields, producing 
many creative effects ranging from huge nuclear blasts to bouncing 
warheads back to their source. You also have a choice of winds, 
gravity, and terrains for extra challenges. The whole thing is 
wrapped up in a slick interface complemented by good graphics 
and sounds. 

A lot of the strategy here involves finding the best firing angle 
and power for your projectile. The quicker you do this, the better 
vour chances of destroying your opponent before you're destroyed. 
Of course it helps to have effective weapons and shields. While 
Scorched Tanks is elementary in concept, its depth of pln\ u ill keep 
you coming back again and again. 



Workbench Game Collection 1 2.1 

(shareware, £5; 2.04+) 

by Kevin Crate 

Aminet: /game/think/ wb2gamesV2. l.lha 

Now here's something I've been waiting for: a fun little 
collection of puzzle games to play on the Workbench. You get 
Tetrapuz, Toe I'opper, Slider, Piper, and Cracked, hut sadly no 
version of Tetris, The only Workbench limitation is that Cracked 
and Piper aren't properly font-sensitive, so their displays won't 
look correct if vour system default text font isn't topaz 8. Written by 
the same author, all the games have a similar style which includes 
the use of some familiar digitized voices from TV and the movies. 

The object of Tetrapuz is to arrange a group of square tiles so 
that the numbers on their adjacent sides match. Toe Popper is a 
Mine Sweeper clone in which you must find and mark all the mines 
in a field, using the numbers in uncovered squares as guides to how 
many mines are in the surrounding area. Slider is a typical sliding 
biock game; you slide numbered blocks around the board to get 
them in the correct order. The idea of Piper is to lay down connect- 
ing sections of pipe in order to keep the water flowing through 
them as long as possible. In Cracked, a Mastermind clone, you get 
seven chances to figure out the random combination of four images 
that the computer picks. This game is my least favorite, since the 
computer seems to reorder its combination every time you guess, 
making it terribly difficult. 

This game collection is clearly well done. All the games, with 
the possible exception of Cracked, are eminently playable, They'll 
keep you entertained whether vim simply want a break from work 
or you're waiting for some complex 3D image to render. 

Things I'd Like to See 

Uninstalling software cleanly has become a hoi topic in the PC 
Windows community lately because of its difficulty. The problem is 
so acute that several "uninstallers" are on the market. Things aren't 
nearly so bad with the Amiga, but uninstalling still can be tedious 
when program elements are copied to svstem directories lC:, S:, 
Devs:, Libs:, etc.). Therefore, it would be nice to see all Amiga 
programs that modify anything outside their directories come with 
uninstalling utilities. Ideally, they should have both install and 
uninstall scripts. .Ap. 

Please Write to: 

Henning Vahlenkamp 
c/o Amazing Computing 

P.O. Box 2140 
Fall River, MA 02722-2140 



Ol 



Amazi.xg Comi'i i -i su 




amiga telecommunications 



When you think of recreation and your Amiga, you may not automatically think also of 
your modem. After all, with the exception of a few commercial games such as the Fighter 
Duel series from Jaeger Software, modems and games just don't mix much. Virtually all of 
the commercial information services offer games that can be played on line, although most 
are of the text- based variety, or ASCII representations of tic-tac-toe. GEnie has a different 
story for Amiga game players. 



We have probably all seen the print 
ads run by GEnie th.it show .111 integrated 
circuit chip with the caption "this opponent 
is programmed to be challenging." Below 
this is a picture of some leering guv with the 
caption "this one wants to tear vour lungs 
out." No matter how good the program- 
ming, there will come a lime when vou 
know all of the possible mines a silicon 
based opponent can make. The ultimate 
challenge conies from those unpredictable 
human beings. 

'I he Clinic service oilers more than a 
do/en different mulls- plaver games lor 
playing on line. Some of these also fall into 
the above categories, but many of them 
require special front end software, usually 
taking the form of a specialized terminal 
program for each specific game. While there 
are some that are not available for the 



Amiga users, several of the best have 
Amiga versions. Available games run the 
gamut from medieval quests, to space- 
based conquest, to real-time trivia chal- 
lenges. 

Manv are team games, where vou join 
one side against another. Some, tike Air 
Warrior (I'igure 1), have more complex and 
dynamic situations. In this game, presented 
by Kesmai, there are three warring 
countries, each fighting against the Other 
two. They arc all equipped with vintage 
aircraft and other vehicles, mainly from 
WWII and the Korean War. Vou join a 
squadron fighting for one of the countries, 
and fly off to do battle. You can arrange to 
fly alone or in a group. Pilots can communi- 
cate with others on the same side via 
messages typed into a window at the 
bottom ol the main screen. Some planes. 




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such as the bombers, can hold several crew 
members, who can chat on the intercom in 
the same manner. 

The front end software, besides being 
a terminal program, also functions as an off 
line flight simulator. This allows you to 
practice the rudiments of flying and 
landing the various types of planes, without 
being connected to GEnie. The current 
version of the Amiga software is called 
amiaw29.run, and is a self-extracting file. 
Simply type the file name to unpack 
everything. This file contains the basic 
program, documentation and hint files. 
Also included are some sample sound and 
graphics files, and a demo bv some expert 
flyers. The file is 722,304 bytes large, and 
will require nearly an hour to download at 
2400 bps. The download is free of GEnie 
connect time charges however. Air Warrior 
will run on any Amiga, but due to the size 
of the files, a hard drive is required. 

Perhaps a game of cards would be 
more to vour liking. RSCards, from Factory 
Programming (Figure 2), allows you to play 
any of seven different games real-time with 
other players. The games are Blackjack, 
Poker, Chess, Checkers, Bridge, Reversi, 
and Backgammon. You can play with or 
without the special front end software. The 
Amiga version is called amiga.run, and 
again is self-extracting. The file is small, 
39,680 bytes, needing only about three 
minutes at 240(1 bps. 



Figure 1 Air Warrior 
In Air Warrior there are three warring 
countries equipped with vintage 
fighters and bombers. Join a country 
and fly alone or in groups. 



September 1994 



6t 




Figure 2 (Above Left): RSCards allows you 

to play any of seven different games 

real-time with other players. 

Figure 3 (Left): NTN Trivia is a multi-player 

trivia contest pitting your skill against 

people in hotels, restaurants and bars, 

not just other GEnie users. 

Figure 4 (Above): Orb Wars is a role 

playing game for the adventurous. 



It' Trivial Pursuit is vour all-time 
favorite board game, check out NTN Trivia 
(Figure 3). This multi-player trivia contest 
costs S3 per hour above GEnie connect 
charges, with four games typically being 
played in an hour. This game is run bv the 
NTN Interactive Television Network, so 
you may find yourself plaving against 
people in hotels, restaurants and bars, not 
just other GEnie users. A chat feature is 
included as part of the software, and 
specific topics are featured on certain 
nights. Winners accumulate points that can 
be exchanged for things ranging from hats 
and GEnie credits, to camcorders and 
televisions. The current version of the 
Amiga software is vl.21, and is called 
trivfe.run. At 2400 bps, the 77,824 byte Hie 
transfers in about six minutes. 

If you are looking for more of an 
intellectual challenge, Irv 1'cdcration II. 
Here the accent is on cooperation rather 
than confrontation. Make alliances with 
those above and below you in rank, while 
competing with everyone else. You begin as 
a simple trader, and eventually move up to 
control vast sections of the universe. 
Although Federation I! is text based and 
requires no extra software, there is a multi- 
media terminal front end available for 
Amiga users. This provides a mouse, 
windows, and menus interlace, as well as 
sound and graphic affects. For instance, you 
can set it up so that if a particular player 
signs on and says "Hi", a scanned photo or 
other art file will be displayed, and sound 
samples can be played. This tile, called 
newmmterml42.1ha, is another long 



download that is free of GEnie connect 
charges. Its 227,712 bytes will take about 19 
minutes at 2400 bps. 

If magic and mystery are vour forte. 
Orb Wars by Simutronics (Figure 4) should 
appeal to you. Many actions, such as 
character generation for new players, will 
be familiar to anyone who has played any 
of the Dungeons and Dragons types of 
games. Set on an island created by Merlin, 
the Orb Wars are fought between two 
opposing teams of wizards. Each team 
consists of 1 to 5 players, and typical games 
run about 30 minutes. Orb Wars will 
operate with just about any terminal 
program, with better displays generated 
with VT100 emulation. There also is an 
Amiga front end that will add graphics, 
animations, and sound effects to the wars. 
You can find this listed as orbwarsfeU.arc. 
It is 241,280 bytes long, should take about 
20 minutes at 2400 bps, and will require Arc 
or LHArc type programs to de-compress. 

The above games are not the only 
multi-player games available on GEnie, but 
they ai'e the only ones that use Amiga- 
specific front end programs. Each of the 
front end programs can be found within the 
area for that particular game. Ail of the 
multi-player games can be found by typing 
"move 800" at any GEnie prompt. If you 
don't have a GEnie account, set your 
terminal software to 8 data bits, no parity, 
and 1 stop bit. Use half duplex or local 
echo, and either 300, 1200, or 2400 bps. Dial 
1-800-638-S369 (in Canada 1-800-387-8330), 
When you see the word CONNECT on 
your screen, type "HHH" (without the 



quotes), and press return. GEnie will 
respond with the prompt "U#=", to which 
you respond by typing "AMIGA" and press 
return. 

Notice to Sysops 

If you run an Amiga specific BBS, send 
me the information callers will need to 
access your system. Phone numbcr(s), 
modem speeds, software settings, etc. As a 
service to the Amiga community I will 
include the information I receive in this 
column from time to time. Send the info to 
any of the addresses below. 



How to reach me 
R.HaysS 
RHAYS 
72764,2066 



on GEnie 
on Delphi 
onCompuServe 



InterNel users, the quickest response 
will probably occur if you use: 
R.HAYS5@GENIE.GEIS.COM 
For U.S.Mail: 
Rob I [,i\ - 
P.O.Box 194 
Bloomington, IN 47402 
Please include a SASE if you need a 
personal reply. 

That is all for this month. Next time 
we will check out a national system with 
important features for Amiga users that you 
may never have heard of. See vou on line! 

•AC* 
You May Also Write to: 
Rob Hays 
c/o Amazing Computing 

P.O. Box 2140 
Fat! River, MA 02722-2140 



66 



Amazi.sg Comi'VTIXG 




oomers 



by The Bandito 



The Bandito discusses the CBM turmoil and the Amiga's 
future - Where we get so upset, we join in. 



[These statements and projections presented in 
"Roomers" are rumors in the purest sense. The 
bits of information are gathered by a third-parly 
source from whispers inside She industry, At 

press time, these rumors remain unconfirmed 
and are printed for entertainment value only. 
Accordingly, the staff and associates of 
/Amazing Computing cannot be held 
responsible for the reports made in this column. I 

Grave Robbing 

Well, Commodore's corpse was not even 
cool before the squabble for the choicest 
pieces broke out. Actually, from the best 
sources the Bandito has, the rumor activity 
has been even hotter than the interest in 
Commodore. Practically every large 
company and a number of small ones have 
been identified as potential or actual 
"Commodore buyers," Of course, these 
rumors have been nurtured bv the near- 
complete absence of hard information, 
leaving a rampant growth of speculation, 
wishful thinking, and downright fables to 
create an almost impenetrable thicket 
around the truth. 

Rumors have been racing to and fro 
on the infobahn; plausible ones "from a 
knowledgeable source" or "someone who 
ought to know," and more dubious ones 
like "my friend says" and "I heard from a 
dealer that." Of hard information there is 
nary a peep. And this isn't surprising, 
because Commodore as a press-releasing 
entity doesn't exist any more. With legal 
proceedings taking place in the Bahamas, 



it's not as if it's easy to get news coverage of 
what ma\ or may not be happening. 

Many of the rumors had solid dates 
attached to them. "We'll hear by..." and 
then a date is given. When that deadline 
passes, the rumor starts again with a new 
deadline. Ibis continues until credibility is 
exhausted, whereupon a new rumor is 
started. 



that's accurate. Some rumors are coming 
from the various European sales divisions, 
but those poor people don't really know 
much more than anybody else, their 
posturings to the contrary. 

Samsung 

Let's trv to deal with the biggest 
rumor of all first: Samsung. Various tales 



Rumors have been racing to and fro on 

the infobahn; plausible ones "from a 

knowledgeable source" or "someone who 

ought to know," and more dubious ones 

like "my friend says" and "I heard from a 

dealer that." 



1 here are a few things we can be sure 
of, Commodore U.S. and Commodore 
International are hollow shells, with a bare 
handful of employees left !o be able to hand 
off the files to whoever buvs them. The 
sales companies in various countries are 
still in existence, but without product to sell 
their existence is a rather hollow victory. 
Still, they may be sold in the liquidation, so 
they keep their doors open. 

The Bandito is trying to sort through 
the confusion to get at the real storv, but it's 
not av easy task. After all, there's hardlv 
anybody left at Commodore these days to 
leak any information, even if Ihev had any 



would have you believe that Samsung is 
not only interested in buying Commodore, 
but they actually bought it months ago. As 
usual, the grain of truth at the center is far 
smaller than the puffed-up speculation. 
Prom the best of the Bandito's sources, the 
interest level of Samsung is not necessarily 
up to the highest of hopes. Some sources 
say Samsung's main interest is acquiring 
Commodore's European sales offices and 
network, as a way of expanding their 
presence on the continent. 

Others sav that Samsung has wanted 
to crack the US computer market for years, 
and thev feel that the Amiga is their best bet 



September 1994 



67 



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to do this. Of course, you do have to 
wonder about how Samsung might be 
doing if North Korea starts Sobbing bombs 
at SoLith Korea, but let's hope this doesn't 
come to pass. Anyway, Samsung is a large, 
diversified firm with a great deal of 
resources and a worldwide presence arid 
lots of experience in low-cost manufactur- 
ing. Thev are certainly big enough to 
provide the resources necessary to get 
Amigas rolling out the door again, and 
perhaps even to restart future Amiga 
devclopmenl-if they're so inclined. 

Interestingly, Samsung and Hewlett- 
Packard have a number of cooperative 
deals in place; could it be that they might 
share Amiga technology? HI' gets the set- 
top boxes, while Samsung takes the desktop 
computers? An attractive scenario, even 
though there are no facts to bolster the 
speculation. 

Whatever the case mav be, from the 
best information received by the Bandito 
Samsung's initial bid was too low, and thus 
all of Commodore's assets went into 
liquidation proceedings, 

So now it's truly a bizarre bazaar, 
where all sorts of corporations and even 
individuals may bid on the pieces. The job 
of the trustees is to sort through these offers 
and find the best price they can for all the 



pieces that made up Commodore. It's not 
an easy job, and there's no reason to expect 
that the process will be over soon. Conceiv- 
ably it could drag on for many months. 

Bids Anyone? 

Let's look at some of the other 
players that have been rumored to be 
showing interest. CEI (Creative Equipment 
International) was one of Commodore 
U.S.A. 's last distributors, and thev certainly 
seem to be interested in keeping the 
product line going. But they are a relatively 
small operation, and they may not be able 
to swing the sort of bid the trustees are 
looking for. Still, if no big companies step 
forward to put up a lot of money, CEI may 
walk off with the rights to the Amiga for a 
veritable song. 

Of course, there's still the Hewlett- 
Packard rumor making (lie rounds, with 
giant HI' being interested in the ACA chip 
set for set-top boxes. But HP isn't really 
interested in anything else, not even the 
operating system. And thev don't really 
want to pay too much for the chips, not 
when they're perfectly capable of creating 
their own chip set. If they can save some 
money by buying a chip set that's already 
functional and debugged, well, that's great. 
Unfortunately, this won't mean much to 
Amiga fans. 

Amstrad is said to be interested in 
CD32, as is Philips. Now Amstrad has a 
reason to be interested in CD32; they'd like 
to have a good game machine to sell. But 
Philips? No way; they've invested far too 
much into CD-i to want any part of CD32. 
Amstrad, though, needs a hit product, and 
CD32 has been just that in the UK. And 
Amstrad would dearly love to have a 
product that could sell in the lucrative US 
market, and again CD32 has that potential. 
Amstrad might even be interested in the 
rest of the product line. But do they have 
the finances for such an operation? 

And then the rumors abound about 
possible ■ otisortiums ol de\ elopers along 
with various large companies. Every major 
Amiga developer has been hinted at, along 
with major electronics firms. The real truth 
is that most Amiga developers are in poor 
financial health, and have no money to put 
towards a bid for the Amiga. So the odds of 
a bid by Amiga developers are not good, 
despite grandiose claims by some people. 
The Bandito hears that most of the big 
developers are just waiting to see what 
happens and who makes off with the 
technology, then they'll step in and try to 
work with that company. 

And what about the money from this 



auction? Where does it go? The pieces get 
auctioned off to the highest bidder, the 
proceeds going to help pay off the over 
5300 million dollars owed to various 
creditors. It's unlikely that stockholders will 
see a penny of this, by the way. They're last 
in line when payments get handed out. 
Secured creditors, like Irving Gould, are 
first in line. Funny how that works, isn't it? 
Old Irv won't be taking a bath because 
Commodore sinks. Oh, sure, all that stock 
he held has become worthless waste paper, 
but that's not really money. He's made 
plenty off of Commodore in the past, from 
selling stock and making loans to the 
company, not to mention the million-dollar 
salary he pulled in. Shed no tears for Irving 
Could, for he's still worth around S100 
million dollars. He's probably kicking back 
in the Bahamas, no doubt, idly wondering 
what to invest in next. Does he even have 
an Amiga in any of his houses? Has he ever 
used one? Seems doubtful, doesn't it? 

Is There A Future For The Amiga? 

Let's start with the bad news first: From 
what the Bandito can tell, no serious buyers 
are interested in reviving the A4000 line at 
all. (Oh, there are some dreamers out there 
who think it's possible, but none of them 
have the resources to make it so.) There 
might be a few thousand sales to be made 
there, but let's face facts: the A4000 just isn't 
competitive prieewisc with the latest 
machines. And in limited quantities (the 
only quantities that could be sold in the 
near term), it would be even more 
expensive to produce than it was before. 

Editor's note: There are groups interested 
in keeping tiie Amiga line. In truth, unless you 
wanted a network of sales companies that have 
already been stripped of most of their staffs and 
demoralized by a corporate head who was never 
known for inspiring his people, then tvhat else 
would all of these companies be bidding for? 
They not only want the Amiga line — they need 
it. (Please see the interview with David 
Pleasance from CBM UK on page SO of this 
issue. 

By the end of this year, Pentiums will 
be well under $21)01) for complete systems, 
as are PowerPCs now. We're talking up to 
10 times the performance of an A4000 for 
half the price. The Amiga always had a 
hard time selling in large numbers to 
business, and about the best rationale it 
used to have was the amount of power you 
got for the low price. With that argument 
gone, who would buy a business Amiga? 

Editor's Note: Uh Bandito, fust a 
thought here, you are quoting lop lis! prices for 
the Amiga 4000 and bottom prices for the 



68 



Amazing Computing 



Pentium. I believe most people would agree ilia! 
the Amiga 4000 was already Hearing the $20(10 
murk before the liquidation. In fact, one major 
mm! order company had priced the 04 4000 at 
$1995 and the 030 4000 at $7695 just before the 
liquidation announcement. 

As far as your assumption that the 
Pentium or Power PC is ten times faster titan 
the A4000, 1 don't believe, the figures are thai 
high. Besides, the basic PC system now 
demanded In/ software diTelopers is at least a 
486SX. Most software will not run on anything 
slower and there is a reason. Windows and even 
DOS Itas placed so much extra baggage on these 
"advanced" systems thai the products will nol 
perform any better without the added horse- 
power (believe me I know). So what does it 
matter if the PC crowd has created a faster basic 
processor, if the end result is slower than 
tnolasses and runs like a ten year old dog at the 
track, you are still not getting anywhere. 

And the A1200 isn't really competi- 
tive, either. An A1200 system runs you 
about S800; for about that price you can get 
a PC system that has 5 times the horse- 
power, or a Quadra 605 with a 68040 in it. 
Once again, the price performance just isn't 
there any more. Commodore used to be 
able to sell the Amiga because the fat 
margins of the big computer companies left 
it room to maneuver. Well, those fat 
margins don't exist any more. And, not 
surprisingly, neither does Commodore. 

Editor's note: Excuse me, 1 realize 1 am 
butting in here, but I assume when yon arc 
discussing systems at the $800 mark, you are 
talking about sales for the PC and top of the line 
prices for Hie Amiga again. This is once again 
incorrect. Those systems are severely limited in 
both speed and memory. The Windows version 
of Microsoft Office now requires 4MB of RAM 
and a 4S6 processor. This is the base amount 
available on machines in the SIO00 range, on 
sale. If you want to add ACCESS to your 
Microsoft Office, Microsoft requires 8MB of 
RAM. Since ACCESS is a relational database 
that is fully integrated into the Microsoft Office 
environment, il will probably become a 
standard. Bui with an 8MB overhead, PC 
owners will be paying a hefty price for its use. 
With all this added overhead, the Amiga 1200 
mih PCMCIA adaptability, and more — still 
makes it a great portable dance for business 
presentations, home use, and entertainment. 

OK, then, what about the next- 
generation Amiga, with the AAA chip set, a 
68060 CPU, a DSP, ReTargetable Graphics, 
16 bit audio, and the other bells and 
whistles that have been hinted at in the 
past? Sadly, it's a pipe dream. The AAA 
chip set is far from debugged and ready to 
go; work was halted over a year ago. And 



even then, the chip set was designed in 1989 
originally, and just doesn't compete with 
the latest SVGA chip sets. RTG is even 
farther away from reality, as is DSP support 
in the OS. In fact, the OS would need many 
man-years of effort to support all these new 
features. So such a project would take years 
to put together, even if you had all the 
experienced engineers handy, which of 
course you don't. They've all left for other 
companies. Even if you did get a new 
machine together, you'd need sotlware 
applications that would take advantage of 
these features. Unfortunately, Amiga 
software developers are already scarce, and 
they'd probably be extinct by the time such 
a machine appeared. 

Sorry Bandito, your informal ion on the 
AAA chip set is incorrect. While there was some 
discussion to cease the development of the chip 
set, strong opposition was registered and the 
•work was continued until CBM was forced lo 
close llieir doors. As Lew Eggebrechl stated last 
December at the World of Commodore in 
Toronto, that the chip set was in full develop- 
ment (Amazing Computing February, 19941. 
All indications show lhal the current chip set is 
now waiting the final silicon which will then be 
used in prototype machines prior to full 
production. 

As far as the developers and engineers of 
the system, you have a point. Time is of the 
essence. Most individuals who would be a great 
addition lo the development staff are going 
elsewhere and who could blame them. Yet, many 
are waiting these few weeks in an abnormally 
ho! summer to see where the Amiga is going. 
They have spent a gootl portion of their lives 
creating this environment — many are not as 
willing to drop il as you assume. 

But even if you thought you could 
sell Amigas, who would sell them for you? 
At this point, it's a whole nexv computer 
product line. There is no dealer network 
left, certainly no goodwill towards the 
company. Commodore's mental mind share 
among potential computer buyers is as near 
zero as makes no difference. Restarting 
Commodore would not only take at least 
$25 million and 4 months of time to get 
products shipping again; it would take 
untold tens of millions to advertise, develop 
retail channels, and hire people to make all 
this happen. By the time Amigas were in 
production again, no Amiga dealers would 
be left. They'd either be bankrupt or selling 
some other sort of computer or equipment. 

Editor's note: Good point. Most of the 
bidders who are interested in the Amiga 
technology have placed llieir bids with a definite 
deadline and provision Ilia! they must get Ihc 
assets as soon as possible in order to reestablish 



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the Amiga. Ttiis is so they can maintain the 
current dealers. In addition, the new owners 
will most probably want to create different 
means to get the Amiga and COM into the 
hands of new consumers, since then must also 
reestablish an Amiga marketing plan, Itiey may 
decide to look at infomercials or spot commer- 
cials as the means lo this end. 

And then would people buy this 
machine, even If the price was right? Only if 
there was competitive software. And aside 
from multimedia and video applications, 
(he Amiga's software is not really competi- 
tive with standard business applications. Is 
there an Amiga spreadsheet that can stand 
Lip to the best of the PC or Mac spread- 
sheets? Word processing? How about 
networking and electronic mail and 
workgroup software? Nope, it's not there. 
So the Amiga can't be sold as a business 
computer. 

Excuse me, bill with even/ computer 
platform baugmg its chest to be a multimedia 
machine for desktop presentations and more, tlie 
graphics ability and video capability of the 
Amiga make it a very interesting alternative for 
business use. 

Wait a minute, vou say. Why not get 
developers to write some good software? 
Well, it's not that easy. Evangelizing 
software developers is a task of monumen- 
tal proportions; all the major ones are busy 
enough with Windows and Macintosh 
products that they have no desire to mess 
with vet another platform. 

Show them a way to make a profit and 
they will deliver. With a strong European 
market and a determined world-wide marketing 
campaign (plus the option of the AAA chip set) 
you will have more than enough to attract 
developers. If not the larger ones, then at least 
the smaller ones who have found making a profit 
in the current low -margin IBM and MAC 
markets extremely difficult. 

OK, then, what about the home 
computer market? Can the Amiga compete 
there? No, not any more. Games? Tlie best 
games haven't been on the Amiga for years, 
and game companies have no interest in 
spending hundreds of thousands of dollars 
developing games for a small market. 
Educational software? Nope, sorry. 

Wrong again. A great deal of develop- 
ment for other platforms is still first done on the 
Amiga. Most artists find the Amiga tools much 
easier to use and when you begin to grab video 
graphics for further manipulation, the Amiga is 
supreme. One new game for the PC, Harvester 
from Merit software has been completely drawn 
on the Amiga with LightWave. The artists were 
not interested in using tlie Amiga to do the 
work. 



Which leaves video and multimedia. 
The Amiga's hardware and software can 
certainly compete in those markets, can't 
they? Well, in some cases thev can. But 
things like 3D software thrive on raw 
processing power, which even the A4000 
lacks compared to a Pentium or a PowerPC 
computer. And even paint software needs 
the added horsepower these days. Amiga 
paint programs, once the best anywhere, 
are no longer top of the heap. There's 
nothing to compare to Fractal Design 
Painter on the Amiga. 

li rw power misi onceptions aside, Fractal 
1 iesign Painter is a very good artist 's product, 
however, even it could learn a few tricks from 
such advanced products as Brilliance! from 
Digital Creations with multiple undos, special 

But things like 3D 
software thrive on 

raw processing 

power, which even 

the A4000 lacks 

compared to a 

Pentium or a 

PowerPC computer. 

animation techniques and more. Add to thill the 
price of Painter and you begin to see win/ the 
power of the Amiga is still very high. 

Any applications where the Amiga 
does shine (such as the Video Toaster or 
Scala) either have competition growing fast 
or are being ported to another platform. 
Check it out; the FAST Video Machine isn't 
very cost competitive with the Toaster, but 
they've just announced a SdOO DVE board 
for PC clones that certainly is competitive. 
No, not as nifty as the Toaster, but then 
again it's a lot more affordable, and you can 
actually buv a computer to go with it. 
Which is not true of the Video Toaster these 
days. 

Currently there are only a few A4000's 
left in Hie distribution pipe line. However, the 
major bidders (at least the ones willing to talk) 
who want the Amiga have stated that they will 
push to get machines into the marketplace /'!/ 
Christinas. 

Where's the good news in all this? 
There is some. There is still a demand for 
Amigas and CD32, despite the recent 
problems. Companies with Video Toasters 
would certainly be interested in them, as 
are the cable companies that use Amigas 
with Scala to show their preview channels. 






70 



Amazi.\g Compvtisg 






CD32 has established a foothold in the UK, 
even if it's been less than stellar elsewhere. 
And it's still very competitive with the 
latest generation of game machines. In fact, 
CU32 is the jewel in the product line right 
now, with the best price-performance in its 
class. 

And the desktop Amigns could still 
be a viable platform for some years to come, 
even without a leap into the next genera- 
tion. I low? Price, price, price. If Samsung 
(or whoever) could produce them in 
quantity with low margins, the retail prices 
could be low enough to be attractive even 
against PC clones. An A4000 for SI 000 
would certainly sell well, at least to owners 
of other Amigas, and its raw power could 
attract new buyers. The 68060 chip 
promises a relatively easy way to get some 
serious horsepower into the Amiga without 
requiring too much system software 
rewriting or hardware redesigning. And a 
good engineer could take existing SVGA 
chips, audio chips, and DSPs to create a 
pretty cool set of features. And Apple has 
shown that it's possible to rewrite vour 
system software to work on a RISC chip, 
though it's a mammoth undertaking. So 
while the odds are long, there is a chance 
for the Amiga to emerge from these trials 
unscathed and, in fact, better than ever 
before. 

Party's Closing For Third Party 

While Commodore fiddles, the third partv 
developers are burning. Especially hard hit 
are the hardware manufacturers, who are 
even more dependent on new hardware 
sales than software makers. The Bandito 
hears that some of the biggest names in 
Amiga hardware are h.n ing financial 
problems ranging from bad to worse. 
Layoffs have already occurred, and rapid 
retrenchment is the order of the day. While 
these companies pray that someone buvs 
the rights to the Amiga and stalls making 
and selling them soon, they have to do 
something in the interim. 

In some cases, the income has 
plummeted. It's hard to sell an Amiga add- 
on when Amigas aren't being sold. Worse 
still, even people who already own Amigas 
are slowing their purchases, wondering 
whether they should continue to invest in a 
machine that may or may not have spare 
parts available in the future. 

So the hardware makers are 
scrambling to find ways to bring in some 
cash and reduce their spending, Some are 
busily trying to port their products to 
another machine, hoping that they can 
complete the task before they run out of 



money to be able to market the product. 
Some are still believers in the Amiga dream, 
and are trying to make more money from 
their installed base while hoping that 
Amigas reappear in the marketplace 

Caveat Vendor 

The decline and fall of Commodore has 
been difficult on those last die-hard Amiga 
dealers, too. Amiga mail order businesses 
are cutting back sharply on their advertis- 
ing while jumping swiftly into other 
product lines. Creative Computers has been 
pushing their Apple products very hard, for 
instance. Tenex has been getting into PC 
clones for some time. Other mail order 
businesses are finding ways to adapt. Or 
they're closing their doors instead. 

Raw power 

misconceptions aside, 

Fractal Design Painter 

is a very good artist's 

product, however, it 

could iearn a few 

tricks from advanced 

products such as 
Brilliance! from Digital 

Creations . . , 



Meanwhile, the storv is grim in the 
retail stores. Some retailers still may have a 
few CD32's left, but supplies of other 
Amiga products and parts are limited to 
nonexistent. So that dying breed, the 
Commodore retailer, is heading for 
complete extinction very swiftly. The smart 
ones were already carrying other products, 
and now will switch over completely to 
other platforms. The ones who don't move 
quickly enough will simply go out of 
business. 

The Bandito really feels for those 
poor souls who had to place their Amiga in 
the hands of their dealer for repairs. Now 
that Commodore is sunk, thev may never 
see their beloved Amiga again, Nor the 
money they spent on it, either. Only if 
someone takes over Amiga production and 
decides to take care of all the repair work 
outstanding will these machines be rescued 
from limbo. 

The trouble at retail doesn't bode 
well for the Amiga software business, 
which was already in big trouble because of 
the lack of retail outlets for Amiga software. 



The pressures will only increase on the 
ahead)- burdened Amiga software 
developers. 

Software Casualties 

Speaking of which, did you hear that New 
f lori/ons/Central Coast Software is no 
longer a going concern? They won't be the 
last casualty of the fallout from 
Commodore's demise. Most Amiga 
developers have already been moving to 
other platforms, of course. Some have been 
quite successful at it, like Gold Disk. Others 
are still in the process of moving over, but 
are already finding that it's a better 
business in other platforms. ASDG is 
finding that they can charge real prices for 
SGI software and Macintosh software, and 
it still seems cheap to people in those 
markets. 

SCALAing Up 

One developer that's busily looking for new 
opportunities is Scala. They've hired away 
the cream of Commodore's engineering 
staff, including Dave Haynie and Jeff 
Porter. What is Scala up to? They're 
working on porting their products to the 
PC, of course. They're creating their own 
version of Exec to handle events on the PC 
side, and calling it a MultiMedia Operating 
System. They're working on hardware 
projects, too. Should be interesting to see 
what they come up with; maybe they'll find 
a way to put some of the Amiga's function- 
ality into a PC clone. 

Final Molt". While then' are selvral places 
where zee take issue with the Bandito, one area 
we do agree on is time. The Amiga must be 
placed in the hands of a company soon in order 
lo continue the Amiga. Continued delays will 
lake their toll on dealers, developers, and new 
users. We must be prepared to beck the company 
mho finally gets the technology and Imth 
support and push them into making the Amiga 
all tliat we know il can be. 

•AC* 



Pssst! 



Become a professional tattle- 

tale.Send rumors, tidbits, and 

other gossip to: 

The Bandito 

c/o Amazing Computing 

I'.O. Box 2 140 

Fall Rher, MA 02722-2140 



September 1994 



71 



Amigaman's 




Top 10 for June 


Top 10 CD 32 Titles 




June 


May 




1 


? 


Liberation 


2 


3 


Labyrinth of Time i 


3 


- 


Football 


4 


4 


Chaos Engine 


5 


9 


Gunship 2000 (New) 


6 


5 


Ultimate Body Blows (New) 


7 


- 


Pirates Gold 


8 


1 


Microcosm 


9 


- 


D/Generation 


10 


10 


Sim City 


Top 10 Ami 


gaga 


me Titles 


June 


May 




1 


1 


Alien Breed2 & Body Blows 
Galactic Bundle AGA 


2 


6 


Mortal Kombat 


3 


2 


Frontier: Elite 2 


4 


8 


Settlers 


5 


- 


Cannon Fodder 


6 


4 


Nigel Mansell Driver Special 


7 


- 


Stardust 


8 


- 


Gunship 2000 


9 


- 


Star Trek 25th AGA 


10 


5 


Hired Guns w/4 Player Adapter 



List of Advertisers 

Please use a FREE AC Reader Service card to contact ALL advertisers 
who have sparked your interest. Amiga product developers want to 
hear from you! This is the best way they have of determining the 
Amiga community's interests and needs. Take a moment now to 
contact those companies featuring products you want to learn more 
about. And , if you decide to contact an advertiser directly . please tell 
them you saw their advertisement in Amazing Computing'. 

Advertiser Page Reader 

Service 
Number 



AMIGA LIBRARY SERVICES 


5 


116 


ARMADILLO COMPUTING 


70 


* 


BRUCE SMITH BOOKS 


Cll 


* 


COMPUTER ANSWERS 


il 


111 


COMPUTER BASICS 


v; 


101 


COMPUTER BASICS 


40 


101 


COMPUTER BASICS 


n 


101 


CREATIVE FOCUS 


70 


102 


DELPHI NOETIC SYSTEMS 


53 


* 


DIGITAL CREATIONS 


CHI 


109 


DIGITAL CREATIONS 


CIV 


108 


DIGITAL IMAGERY 


15 


• 


GEODESIC DESIGNS. INC. 


68 


107 


GREAT VALLEY PRODUCTS 


7 


105 


INOVATRONICS 


16 


114 


J&C COMPUTER REPAIR 


70 


165 


NOVA DESIGN 


1 


104 


OXXI, INC. 


51 


159 


RENEE'S GRAPHICS 


69 


106 


SCIENTIFIC AMIGAN 


69 


112 


THE VIDEO WORKS 


5.-: 


110 


WH1TESTONE 


69 


148 



This company wishes to Oe contacleO Oirectly. 



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Two Amazing Authors offer their 

individual impressions of the Amiga's 

latest movie tie-in game. 



Jeff James 

Besides death and taxes, there 
seems to be one other constant 
in the universe: a successful 
movie will spawn dozens of 
"officially licensed" computer 
games. A quick perusal of your 
local software shop's shelves 
will reveal games based on the 
following films: Terminator 2, 
Aliens, Hook, Slur Trek, Star 
Wars, and dozens of others. 



With the recent blockbuster 
success of Steven Spielberg's 
Jurassic Park, it was simply a 
matter of time before a flood of 
dinosaur-based gaming titles 
hit the market. With the release 
of Jurassic Park (JP), Ocean 
hopes to give gamers a taste of 
the hair-raising action and 
suspense of the film. Although 
it might not have succeeded in 




completely achieving that goal, 
JP is a fun arcade romp 
nonetheless. 

The game begins with the 
player in control of Dr. Grant 
the famous paleontologist from 
the film. Grant's goal is to make 
his wav through the open 
dinosaur paddocks to the 
visitor's center, where he can 



Once you've managed to 
get Grant to the visitor's center, 
the game shifts to a first-person, 
three-dimensional arcade game. 
Gamers familiar with 
Wolfenstein 3D or DOOM on 
the IBM will find this portion of 
the game familiar. Although the 
graphics and scrolling aren't 
quite up to the standards of 



All the denizens of Jurassic Park are 

drawn up in exquisite detail, from the 

tiny teeth on smaller dinosaurs to the 

colorful texturing and shading on the 

hide of the T-Rex. 



restore the park's electrical 
systems and call in a rescue 
chopper. In the first part of the 
game, the player must 
maneuver Grant past packs of 
rampaging Gallimimus, 
Compsognathus and other 
types of dinosaurs. Armed with 
only a sparking tazer to shock 
the dinosaurs. Grant must 
avoid the hungry denizens of 
the park while snatching up 
weapons, ammunition, and 
medical supplies. 

To make ma tiers worse, 
Grant must rescue two children 
— Tim and Lex — that are 
hiding somewhere in the park. 
Once Grant finds the kids, 
they'll obediently tag along as 
best thev can. Viewed from an 
oblique. Pterodactyl's eye view 
vantage point, this portion of 
the game has bright, colorful 
graphics. There is plenty of 
foliage to hide in, and an 
occasional utility shed will 
provide shelter and access to 
the sewer system beneath the 
park. 



those aforementioned PC titles, 
this section does give Amiga 
gamers a taste of what those 
games are all about. 

All the denizens of Jurassic- 
Park are drawn up in exquisite 
detail, from the tiny teeth on 
smaller dinosaurs to the 
colorful texturing and shading 
on the hide of the T-Rex. 
Although the version I looked 
at for this review was ECS-only, 
graphics and animation were 
lush and colorful. Ocean plans 
to bring out both an AG A and a 
CD32 version of JP, both of 
which should offer substantial 
improvements over IP's already 
colorful graphics. Music and 
sound effects are especially 
well-done, particularly so with 
the bellowing roar of the T-Rex 
as he charges after Dr. Grant. 

As with most games 
coming out of the UK these 
days, hard drive installation is 
not supported. The copy 
protection is of the manual 
look-up variety and doesn't 
intrude too much on game play. 



74 Amazing Computing 



Finally, JP won't run on a 
standard M'SC Amiga without 
some help from a PAL-booting 
program such as Degrader 1.3. 
A Pal Root disk is pros idcd 
with the game. 

It might not be the most 
exciting game release to make 
it's way across the Atlantic, but 
JP is a solid piece of soft ware 
entertainment. If you've seen 
Jurassic Park a dozen times and 
simply can't get enough of 
those Veloci raptors, 
Dilophosaurs and Tyranno- 
saurs, JP is definitely worth a 
look. 

Rob Hays 

You read the book, you saw the 
Steven Spielberg movie, now 
Ocean Software gives you the 
chance to escape from Jurassic 
Park. 

For those few who may 
not know the general story line, 
a group of scientists have 
succeeded in cloning dinosaur 
DNA. A theme park has been 
created with live dinosaurs 
wandering around fenced-in 
areas, and the insurance 
company wants a paleontolo- 
gist to make sure everything is 
on the up-and-up. 

As Dr. Grant, the world's 
leading expert on dinosaurs, 
you have been invited to the 
about-to-open park. Unfortu- 
nately, the head computer 
programmer has been tempted 
by a competitor to steal frozen 
dinosaur embryos. He has 
crippled the park's computer 
system and defensive measures. 
Now the dinosaurs are free to 
roam from area to area, and the 
normal tracking systems are 
down. Just to make matters 
more interesting, vou were 
escorting the grandchildren of 
the park's owner when your 
Jeep was wrecked, and your 
first priority, besides survival, is 
to find the kids. You will then 
have to make your way back to 
the control center, restore the 
parks systems, and call for a 
rescue helicopter. 

The game begins just after 
the Jeep crash, and the two 
children are lost. The action is 



fast and furious, with the 
various dinosaurs behaving and 
attacking as they did in the 
movie. If you stop to think 
about your next move, you will 
find yourself quickly sur- 
rounded and overcome. There 
are two different types of 
display, depending on whether 
you are indoors or out. Outside 
you see and control Dr. Grant 
from a viewpoint above and 
slightly behind. When the 
action shifts inside, the screen 
display changes to a through- 
the-eyes view. Levels of 
ammunition and health are 
displayed in both modes. 

There is no save game 
feature, but as you successfully 
completi each le\ el, vou are 
given a password. Write this 
down and then use it next time 
to start at this level. In each area 
there is a motion sensor that 
was intended to track the 
dinosaur population of that 
area. It also includes a simple 
terminal that will provide you 
with information concerning 
that area, a map, and a general 
idea of the tasks you must 
accomplish in order to move on. 

The graphics in the AGA 
version are excellent, there is 
also a standard version for 
older Amigas. The continuous 
soundtrack is also great. Unlike 
many game soundtracks, this 
one is varied and subtle enough 
that it does not become quickly 
boring. The music fits your 
current locale; a jungle rhythm 
for open, outdoor areas; and 
spooky, creepy sounding music 
for tunnels and the like. Sound 
effects are also well integrated 
with just enough emphasis 
placed on grunts of pain to 
almost make you feel the 
various bites, stings, and 
knocks Dr. Grant endures. 

Just like the park in the 
novel and movie, Jurassic Park 
the game is not without its 
problems. There are some 
internal inconsistencies within 
the game. For instance, the basic 
weapon shoots an electric 
charge that dispatches smaller 
dinosaurs. Scattered about the 
park you will find rifles to use 




While your trip through the park (Top) is fraught with danger, you 
can use the park's computer system (Bottom) to control gates and 
discover exits. 



which presumably are more 
deadly than a tazer, This is not 
the case. Critters that require 
two or three shots from a rifle to 
die can be zapped with the 
glorified cattle prod just as 
easily as the smallest animals. 
Likewise, first aid kits and other 
items will re-appear in their 
original locations if vou leave 
an area and then return. 

The biggest problem is 
that Jurassic Park uses disk- 
based copv protection, meaning 
no hard drive installation. Long 
load times between sections, 
and switching four disks 
around should not be necessary 
in 1994. Actually, there are five 
disks included. One is a group 
of utilities that are needed to 



make European games run 
correctly in North America. The 
only one most people will need 
for Jurassic Park is one that 
switches your video to PAL. 
Not even using the 3.0 Boot 
Options PAL mode menu 
choice will allow this game to 
run. 

Grumbles aside, this is a 
good game, similar enough to 
the movie so that you have an 
idea of what to expect, different 
enough so that the problems are 
not those solved in the movie. 

Jurassic Park 

Requirements: 1MB RAM, 

Joystick. 

Retail Price: About $50 U.S. 

Ocean Software Ltd. 

Inquiry #200 



September 1994 



75 




Tornado 

by Jeffjanm 




If you're one of those Amiga owners who 

have been anxiously awaiting the great 

Amiga flight simulator, wait no longer. 



If PC owners have been accused 

of Mac envy, Amiga owners — 
at least in the area of flight 
simulators — have a definite 
case of PC envy. While 
exquisitely detailed flight sims 
such as Falcon 3,(1 (Spectrum 
HoloBvte), Microsoft Flight 
Simulator and 1^42: Pacific Air 
War (MicroProse) have graced 
the monitor screens of MS-PJOS 
computers around the country, 
Amiga owners have been 
forced to make do with a paltrv 
handful of underpowered sims 
(with the notable exceptions of 
Jaeger Software's Fighter Duel 
Pro and Psygnosis' Combat Air 
Patrol). 

If you're one of those 
Amiga owners who have been 
anxiously awaiting the great 
Amiga flight simulator, wait no 
longer. With the release of 
Digital Integration's Tornado, a 
blockbuster flight simulator has 
finally arrived on the Amiga. 

Tornado is based upon the 
Panavia Tornado jet fighter, 
modeling both the strike (GK4) 
and air-supremacy (F.3) 
variants of that versatile 
aircraft. In Tornado, you get the 
opportunity to hop into the 



cockpit of both versions and 
complete a wide range of 
training and combat missions. 

Five types of play are 
offered: explore, simulator, 
training, single-mission combat 
and a lengthy campaign mode. 
In explore mode, you can inject 
yourself into any mission — 
simulated or combat — and 
cruise around the 3D world, 
visiting parts of the map as if 
you were flying freely over the 
surface. 

Simulator mode is used to 
let you get the feel of the 
aircraft without worrying about 
such bothersome bits as 
smashing into the ground or 
getting shot down, while 
training introduces you to 
simple flight operations — such 
as landing, targeting wnypoints 
and identifying targets. 

Single mission combat lets 
you fly one combat mission at a 
time, while the campaign mode 
offers a lengthy campaign in 
which your actions in one 
mission earn- across to the next. 

Finally, Tornado offers a 
two player head-to-head play 
via a serial cable, and a 
"Quickstart" option for white- 





knuckled types who want 
immediate combat action. 

Before take-off, you can 
outfit vour craft with cluster 
bombs, laser-guided smart 
bombs, Skv Flash air-to-air 
missiles and dozens of other 
ordnance and munition types. 
Once you've selected vour 
weaponry ami are flying en 
route to your target, an 
impressive number of viewing 



such as tanks, armored vehicles, 
and all the other aircraft you 
may encounter in the game. 
Each is accompanied by a real- 
world digitized screenshot of 
the vehicle in question. Tornado 
is fully hard-drive installable, 
and the four non-protected 
game diskettes take up about 
3.5 MB when installed. 

Accompanying the game 
diskettes is a massive 330+ page 



At the highest detail setting, you'll be 
able to see buildings, runways, 
bridges, and dozens of other man- 
made and natural structures and 
geographic features. 



positions let you view vour 
craft from many angles. 

The terrain and objects in 
Tornado consist of polygons, 
although the detail setting can 
be adjusted manually for more 
or less detail. At the highest 
detail setting, you'll be able to 
see buildings, runways, bridges, 
and dozens of other man-made 
and natural structures and 
geographic features. Over a 
dozen preferences settings 
allow you to alter such things as 
ground, horizon and sky detail, 
tailoring the game to match the 
speed of vour machine. Finally, 
a nifty review option lets you 
take a close-up look at all the 
polygon objects in Tornado, 



manual, two maps, a control- 
key reference booklet, and ^m 
Amiga-specific technical 
supplement. 

All these game features do 
come at a cost. The game is 
simply unplayable on a stock 
A?00, akin to doing the breast- 
stroke in a pool full of honey. 
Barely playable on an A1200, 
Tornado practically requires an 
Amiga with a speedy '030 or 
'040 processor to rim at an 
acceptable rate of speed. 
Running on a 68040-equipped 
Amiga sporting gobs of RAM 
and an analog joystick. Tornado 
simply comes into a league of 
its own. 



76 



A ma /. IN g Com PVTIN G 



In addition ti> thf hefty 
hardware requirements, 

another caveat concerns the 
decision of Digital Integration 
to remove modem play, mission 
planning and command level 
options from the Amiga 
version. While it's understand- 
able that a program of 
Tornado's magnitude would 
bring anything less than an 
A3000 to its number-crunching 
knees, the removal of those 
options limits the scope of the 
game and serves as vet another 
reminder to Amiga owners that 
their machines are getting too 
slow to run anything seen on 
the IBM side of the fence. 

Digital Integration is hard 
at work on a speedier A 1200 
version with AGA graphics 
support, hut it also may not 
include the features found in 
the IBM version. One can only 
hope that Digital Integration 
decides to offers the missing 
features in a future scenario 
disk or other add-on product. 

liven with the omissions 
from the IBM version, Tornado 
emerges .1- tin- new 1 op ( .tin in 
the sparseh populali J \miga 
flight simulator market. The 
price of admission may he 
exacted in heftv — ■ and 
therefore expensive — 
hardware requirements, but 
Tornado is simply the best 
attempt yet at creating the 
ultimate Amiga flight simula- 
tor. 

Tornado 

Retail Price: About $50 U.S. 

Requirements: 

1 MB RAM, Mouse 

Digital Integration Ltd. 

Watchmoor Trade Centre 

Watchmoor Road 

Camberley, Surrey GU15 3AJ 

England 

Tel: 0276 678806 (UK) 

E-mail: 

digirit@cix.compulink.co.uk 

Inquiry #201 




This time, Zool doesn't have to face 

Krool and his cohorts alone. Aiding Zool 

is Zooz, Zool's girlfriend; and Zoon, Zool's 

two-headed dog. 



The sequel to the most popular 
Amiga platform game ever, 
Zool 2 warps Amiga gamers 
once again to the mysterious 
"Nth Dimension." 

It seems that Krool, the 
evil mastermind behind Zool I, 
is once again attempting to 
spread boredom across the 
universe. This time, Krool has 
sent Mental Block, a shape- 
changing cube of pure 
malevolence, to supervise the 
invasion. A square in the truest 
sense of the word. Mental Block 
will do everything in his power 
lo make the universe as boring 
as possible. 

Once again it's up to Zool 
— everyone's favorite extra- 
dimensional ninja ant — to save 
the day (and the universe). This 
time, Zool doesn't have to face 
Krool and his cohorts alone. 
Aiding Zool in his quest are 
two sidekicks: Zoo/., Zool's 
girlfriend; and Zoon, Zool's 
two-headed dog. 

The game begins with the 
selection of which character you 
want to control: either Zool or 
Zooz. Three levels of difficulty 
are also offered, making 
gameplay adjustable for less 
dexterous gamers. Gameplay is 
similar to the original Zool, 
with the player controlling 
Zool/Zooz via joystick to jump 
up levels, run across platforms 
and vanquish enemies. 1'ressing 
the fire button will cause either 
hero to fire Ninja bullets, while 
pressing the fire button in 
combination with a joystick 
movements causes Zool/Zooz 
to jump, do backflips, etc. 

Zool and Zooz both have 
slightly different strengths and 
weakness; Zoo/ can brandish 
an energy whip, whereas Zool 
can execute a spinning power 



jump to bash through ceilings. 
Littered about the Zool 2 
landscape are a variety of 
powerups and other pixelized 
goodies. Pick up three Zoon 
powerups and you're warped 
to a bonus level that Zoon will 
help you finish. 

Six different game levels 
arc included; to make it through 
each level, Zool and Zooz have 
to collect the vast majority 
(94" , lobe exact) ol tokens 
found in each level. Once that 
number is reached, you're 
immediately whisked off to the 
next level. After you've finished 
five le\ els, vou re sel for the 
final showdown with Mental 
Block on his home turf. 

Two versions of Zool 2 are 
available: a 2.%-color, AGA- 
only version and a less-colorful 
version for non-AGA Amigas. I 
looked at the non-AGA version, 
and the graphics were crisp and 
colorful, making full use of the 
ECS chipset. If vou do have an 
A 1200 or A400.1, you should 
wait for the more vivid AGA- 
only version — it should be 



worth the wait. Sound effects 
and music are also excellent, 
complete with a fast-paced, 
frenetic soundtrack to keep 
vour adrenaline flowing while 
you jump and kick your way to 
victory. 

Obviously aimed at the 
bubble gum and sneaker set, 
Zool 2 comes complete with a 
lollipop, Zool postcard, poster 
and a variety of stickers, The 
manual is preceded by a brief 
comic book that sets the stage 
for the story. 

Zool 2 isn't perfect: the 
copy protection is a bit 
cumbersome, hard drive 
installation isn't supported, and 
the game must be booted in 
PAL (Zool 2 is packaged with a 
Boot Disk to create a PAL 
enviornment on your Amiga) 
with a program like Degrader 
to function correctly. Neverthe- 
less, Gremlin has a winning 
formula with Zool 2. If you've 
been looking lor a platform 
arcade game to match the best 
of what the Super NES and 
Genesis have to offer, look no 
further than Zool 2. 

Zool 2 

Price: Approx. $50 US 

Requires: 

1 MB Chip RAM 

Gremlin Graphics 

Carver House, 2-4 Carver 

Street 

Sheffield, England SI 4FS 

Tel: (0742) 753423 

Inquiry #202 

•AC* 




September 1994 



11 



(continued from page 80) 

US market in marketing the Amiga. Do you share tlml view or do you 
have another game plan? 

Pleasance: No, I don't share that view, and the reason that ] 
don't share that view is for many years now 85% of Commodore's 
business has come out of Europe. We do not have the dependency 
on America that everybody believes we should have. My dilemma 
is that 1 spent ten months in 1992 in America looking at the retail 
market opportunities and frankly the cost involved in launching 
brand awareness in America is so prohibitive. To do a very 
mediocre campaign to only twenty cities you are talking twentv- 
five million dollars and that is a lot of investment for possibly a 
very small return. I would want to be absolutely certain that mv 
core business was off and running and profitable around Europe 
before I would consider investing that kind of money. 

AC: In your opinion, do you believe there was enough investment 
in the European market before Commodore went tinder? 

Plcasance: Yes, 1 think we did. 

AC: And vet. Commodore still went under. 



I am absolutely determined that if 

we win this bid it will be the best 

thing that has happened to the 

Amiga ever. 



Pleasance: Yes, absolutely. But, that was total mismanage- 
ment of the company's resources. They spent so much money 
delving into the PC business and reinventing the wheel. There was 
at one time J6 engineers in West Chester all working on PC 
products. It was obscene. 

Commodore was messed up big time by a president of the 
company who had no understanding of the market and totally 
ignored all the advice he received from his general managers all 
around the world and decided to keep Commodore a one-man 
company. 

I can't promise to turn things around overnight, but what 1 
can say is that we have a successful business here in the UK and 
nobody can deny that. In tact our business plan, our whole 
proposition in bidding for this world-wide business, is based on the 
turnover in the UK alone. It is not based on any turnover outside 
the UK, which gives you an indication of the strength of the 
business here. 

Mv commitment is to be successful in this bid, and to 
replicate what we have done here. We will do it gradually, not in a 
big rush. We will build a very solid business around the world. 

The businesses in other parts of Europe were not solid 
because a lot of them were depi ndenl on PCs when- there was nol 
much margin. So as soon as all the PC business went away the real 
extent of this business came to fruition, so that shows you that there 
was no solid business. We have to rebuild and 1 am not doing it 
through the previous subsidiaries because I think that they have the 
Mine cancer thai the corporation had. 

We are going to start in each of these companies with a blank 
sheet of paper. We are going to find the best way in each country to 
develop the business. We will be completely supportive of anybody 
who wants to take on the distribution. We will make it as easy as 
possible for people. If they feel that they are comfortable with 
distributing the Amiga product line and they are prepared to invest 
in it, 1 am absolutely certain that they will do well. That is the best 
that we can offer. 



AC: What do yon need? 

Pleasance: That will depend on whether we win the bid or 
not. One thing I want to make clear to vou, unlike the previous 
corporation, we will endeavor to sublicense and cooperate with 
anybody who wants to develop and manufacture things that work 
for and with Amiga products. We will work with anybody in any 
capacity to extend the Amiga and its acceptance world-wide, unlike 
the previous management who did not want to do anything. 

AC: Hoiv much of this do you want on-the-record? 

Pleasance: You can put all of it on the record. We pride 
ourselves that our business has been built on a complete and ethical 
basis. We always tell it like it is, even the bad news. We lav it on the 
table and tell it like it is. 

AC: Vie liquidators appear to be slow in their selection. What kind 
of reaction are you getting? 

Pleasance: You need to understand. I went to the Bahamas 
two weeks ago, I met with the liquidators and some of the major 
creditors. They have extended the deadline because we, as part of 
Commodore, were not given the green light to make a management 
buy-out bid until about four weeks ago. We asked about twelve 
weeks ago, when Mehdi Ali was still involved, and he talked the 
liquidators out of letting us do it. He said it was not in the 
company's best interest. The creditors are extremely keen to be 
certain that we are in a position to make a bid and as such, thev 
have given u-, ai\ extension which is very important to us. 

Now we have secured the financing, which is probably the 
biggest hurdle of all, and now it is a matter of fine tuning our bid. 
As a result of meeting with the liquidator, I now know what there is 
to buy in terms of inventory, component parts, and so on. Now we 
know exacth what there is available. I would hope that we will get 
an answer in no more than three or four weeks. In fact, we have 
told them that if we don't have a commitment by August 30th then 
we are not in business. Because, if we would not be able to 
manufacture for the Christmas market, it would be a no-go 
situation. I am fairly confident that it will happen quickly, it is just a 
matter of our bid being high enough to win the support of the 
creditors, 

AC: Hoiv soon will you be able to get product, if they meet your 
August 30th deadline? 

Pleasance: The earliest we will get products manufactured is 
the first week in November. 

AC: Is that into the stores? 

Pleasance: Into the stores in the UK. 

AC: And Nortli America will be another month or two? 

Pleasance: Yes. I lowever, if we get orders, if someone wants 
to buy from us, then we will put it into the build plan. We have the 
capacity, but then vou have to add in the freight time. Obviously, if 
they want to pay air freight, then it may only be a few days more. 

AC: Are you building in the UK? 

Pleasance: Everything will be subcontracted and built in the 
UK. 

AC: No more Philippines? 

Pleasance: 1 am not going to put up with substandard quality 
any longer. We intend to be improve the quality. Our record stands 
under any scrutiny. I have been with Commodore for eleven years. 
I launched the Amiga in this country-. We have a huge business in 
this country. We have a magazine circulation in this country of 
600,000 Amiga magazines per month. 

This is a market that we have built up and I have no intention 
of giving up this product. 1 have every intention of replicating what 
we have done here and spreading it across the world. It may take a 
while to do that, but I am absolutely intent on doing it. 

I have concerns that other people who are looking at this 
business are looking for short term gains and then they will get out. 
1 think that would be wrong for the Amiga and for all of those 



78 



A.MA7.1SC, COMPLTISG 



people whose livelihoods depend on it. In Europe there are 
hundreds and hundreds of people whose livelihoods depend on the 
Amiga continuing. I don't believe there is anybody else interested 
in buying this company who would give it the commitment and 
enthusiasm that we can. 

This product has to be in retail. That is where this product 
belongs and that is our strength as a company. We are not a 
Compact or an IBM. 70% of reason this company has gone under is 
because Mehdi Ali tried to turn it into that. 

I am very passionate about this thing — very passionate. 1 
have a very good reputation in this business, 1 am ethical. I don't 
fell people lies. People build their businesses on this kind of 
relationship. 1 am absolutely determined that if we win this bid, it 
will be the best thing that has ever happened to the Amiga. 

It is our intention to put people in a position of win-win. If 
we cannot do that, then we should not go forward. I do not mind 
how long it takes to build a market in any given country. That 
country will get as much support as we can specifically give to it. 
As long as we win the bid, there is no doubt that we will be in a 
position to support people. I think in a way definitely better than 
anyone else can. 

AC: if you do win, what items 'will you be pushing first? Do you 
have a specific game plan ? 

Plcasance: We will continue with the current range — 32, 1200, 
and 4000. To be honest, we have no opportunity time-wise to make 
any changes until February, after we have gotten Christmas out of 
the way. Obviously we are going to start to review products and 
the triplc-A chip set which is 95% complete. At that time, we wilt 
review our opportunities and discuss with our newly recreated 
engineering department what our alternatives are. We are keenly 
interested in what we can create from the triple-A chip set and the 
64-bit RISC processors. However, our main business will be the 
current CD32, Amiga 4000, and the Amiga 1200. There is such a 
pent-up demand for these products that we can successfully 
produce and sell these current designs before we pressure 
engineering into providing a new platform prematurely. 

I want to work very closely with third party developers to 
help them create accessories and peripherals which work with our 
current range of products and complement them. We are prepared 
to sublicense deals in order to promote that, because we are not in 
the position to do it and the product needs that kind of support. So 
we need to do it hand-in-hand with partners who want to get 
involved. I think, to be fair, Mehdi Ali in the past was this 
company's best sales prevention officer. 

I don't know. I just question everybody else's motives for 
wanting this company. 

I know what our motives are. To be totally clear, they are a 
continuation of the business that we currently have and to develop 
that business world-wide. I think it is the right and the ethical way 
forward. We just have to hope that our bid is substantial enough to 
win. 

AC: Will we sec the development ofNTSC machines as wet! as 
PAL machines? 

Pleasance: Absolutely. That is another reason that we want to 
maintain the R&D center specifically for the hardware and the chip 
development in the states. No question about that at all. I am not 
going to abandon any market. Everything will be done in parallel. 

AC: What sort of marketing budget are you looking at at this time? 

Pleasance: Our current plan is based entirely on the UK 
business. Once we know we have won the bid, that will take three 
to four weeks, our plan will include a marketing budget for the UK 
only, But, once we have the business, we will talk to each indi- 
vidual country and see what the business potential is. Then we will 
include each of those countries in our business plan. After we have 
determined what the likely amount of turnover — in other words, 



when we know the volume of products that people will be 
interested in taking, then we will allocate a budget accordingly. It is 
all based on how much product we sell. 

AC: It is also based on having the business by August 30th. Arc 
you looking to have the business in hand by August 30th? 

Pleasance: That maybe a little optimistic. It is likely to be 
another two or three weeks after that. But, once we have been given 
the go ahead, then we will commit to ordering components and 
other material. Although we know what parts are being held by 
CEL (the old Commodore assembly company), we also know what 
products are not available and we need to order, We will have to 
pay an expedition charge because these orders will be late. Our 
business plan reflects that. We know we will make less margin in 
the first year than we will in subsequent years because, we have to 
pay extra money to get the components over in lime to get into 
business. But that is all in place. The manufacturing is all in place. 
So it is not that we are going to be delayed for any reason other 
than the length of time it takes to give us an absolute assurance that 
we have won the business. 

AC: You are planning to assemble in the old Scotland facility? 



It is our intention to put people in a 

position of win-win. If we cannot 

do that then we should not go 

forward, 



Pleasance; Yes and we have another company, another very 
major company, that is ready, willing, and able to manufacture for 
us. They will take a little longer to ramp up because they have 
never done it before. Whereas the Scottish company has of course 
and they are already to go. 

AC: That is not Amslrad? 

Pleasance: No, Amstrad and Philips were going together, but 
they are not anymore. Amstrad is no longer interested in bidding 
for the Amiga. 

AC: So there is Philips, a management group from the US, your 
group, and Samsung? 

Pleasance: Samsung is still interested as well as another two 
or three companies. 

AC: is there anything you want to leave with our readers before 
you go? 

Pleasance: I think only that I believe that we have the very 
best interest of the Amiga users and the Amiga developers at heart. 
If we win the bid I know it will be the best thing for them. 

I also want to stress to the current team of R&D people that 
their jobs are very secure if we get the company in our hands. 

AC: But, are they still available? 

Pleasance: Those that are there we intend to make very 
comfortable. We do intend to rerecruit as many of the previous 
engineers as we can. We are going to rebuild the whole engineering 
side to the amount of people we will need, which will be about 60 
to 65 people. Thev are very key to our future and we want them to 
know that. We do intend to do a massive rerecruitment program to 
get back some of the talent we have losl and hopefully supplement 
that with new people as well. 



•AC' 



Sei'tumrf.r 1994 



79 




Commodore UK's General 
Manager, David Pleasance is 

mounting a drive to buy 

Commodore and the Amiga 

Technology in a management 

buyout bid. In an exclusive 

interview with AC, Mr. Pleasance 

describes his direction for the 

Amiga. 



Early on the morning of July 26, we were able to discuss some 
concerns of the Amiga market with David Pleasance, Commodore's 
General Manager for the UK. Although he has held the position for 
just over a year, David Pleasance has been with the Commodore for 
eleven vears. He has been credited by some for establishing the 
Amiga in the UK while he was in charge of Commodore's UK sales. 
I lis most notable achievement was the verv successful software and 
hardware pack programs thai combined Amigas and high-interest 
games. Now Mr. Pleasance wants to do more. 

AC: Mr. Pleasance, you are heading up a Commodore management 
group to purchase Commodore and the Amiga technology? 

Pleasance: That is correct. Unfortunately nothing is certain. 
At the end of the day, we are very confident that our bid will 
succeed but it is really in the hands of the liquidators and the 
creditors. Mv belief is that our bid is the only way that the Amiga 
product will survive. Everybody else is just bidding for the Amiga 
technology to apply to other products thev want to do themselves. 
This has no bearing on the Amiga and it is not a healthy situation. 
We have a very solid Amiga business in the UK, as well as in 
Europe. We are very keen to win this bid and we now have the 
financing which is important. 

AC: Do your plana include distribution of the Amiga in North 
America? 

Pleasance: Yes, we want to distribute Amigas all around the 
world. And we are very happy to talk with anybody who is 
interested in handling portions of the project. We are not buying all 
the separate Commodore subsidiaries which simply are not worth 
buying. We are very keen that the Amiga product line gets into all 
the markets and the US is very important to us. 

AC: When t/ou gay someone in the United Slates, are you sai/ing 
that they would be responsible for the marketing in Ike U.S.? 



Pleasance: Essentially, in the early stages we have to 
concentrate on our core business, which is the UK. What we are 
looking for is someone who will take on the distribution in a 
possible joint venture, where thev buv the products from us at the 
lowest possible cost, then market the product and share in the 
profits. Something like that. 

AC: Are we talking about the entire line of Amiga products — the 
4000 and 1200. 

Pleasance: Yes, we are 

AC: As well as the CD32? 

Pleasance: Yes, absolutely. 

AC: There is a rumor that you will continue the development here 
in the states at West Chester and the head offices will be in Hie UK. 

Pleasance: Correct. We are considering establishing a 
software development function here in the UK because that is 
clearly where most of the software is developed. I thirik it would 
help us strengthen our relationships with the software publishers, 
which is very important for the long term future of the Amiga. So, 
we may well look to doing something in the UK in terms of 
software development, but the current engineering group is still the 
key to the future. We have absolutely assured them that they have 
longevity of employment and that their lot will be improved 
significantly. 

AC: Can software and hardware developers look forward to simitar 
support as they Innv received in the past or better? 

Pleasance: Better. Let's be honest about it. The reason whv 
Commodore UK has the strength of position it has, is because we 
have established relationships, particularly with software develop- 
ers, that is second to none in the business. We intend to replicate 
that in all parts of (he world. 

AC: II is a wet! held belief, and il is a belief of this magazine, that 
the reason the Amiga did not do well was that Commodore neglected the 

(continued on page 78) 



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